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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diegoba</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diegoba"/>
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	<updated>2026-05-03T10:39:15Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=117517</id>
		<title>Open Questions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=117517"/>
		<updated>2023-12-01T12:59:57Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: Replaced dead link with archive.org&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of gameplay mechanics which hasn&#039;t yet been entirely analyzed or discovered and other interesting stuff. One can conceive of this page as a wishlist/TODO for X-COM analysis and for UFOpaedia X-COM 1 articles. It&#039;s possible that some of the questions below have already been answered here or in other forums, or that more questions are unanswered, so edit freely!&lt;br /&gt;
&lt;br /&gt;
*[[Talk:UFO Interception#Review of Air Combat Mechanics|Air Combat Mechanics]]: Control of range, attack modes. UFO damage &amp;amp; accuracy. Multiple attackers. Plus equivalent TFTD issues. &lt;br /&gt;
:UFO accuracy is a straight 60% chance. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:02, 9 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
*[[Accuracy_formula]]: How is the path for &#039;missed&#039; shots calculated? Does it vary per weapon type? What is the spread per distance?&lt;br /&gt;
&lt;br /&gt;
*[[Battlescape_Map_Generation]]: How X-COM equipment is placed in the case of base missions? Do map modules that contain craft have their usual nodes loaded or not?&lt;br /&gt;
:Maps are created like a puzzle where the UFO and Xcraft locations are placed first then the rest of the tiles are determined randomly based on the terrain variable of the site. Usually the size of each &amp;quot;piece&amp;quot; of the map is a 10x10 tiled square. Larger UFOs and some Alien Base features use a 20x20 block.  So, each section only contains the one module.&lt;br /&gt;
&lt;br /&gt;
*Operation of the AI is not fully understood. See [[Alien movement patterns]], [[Alien Inventory Use]], [[Wish_List_(EU)#Alien_AI]], [[Wish_List_(TFTD)#Battlescape]] (non-use of melee weapons, use of grenades, etc).&lt;br /&gt;
&lt;br /&gt;
*[[Alien_Missions]]: How are Alien missions generated and how do the player&#039;s action influence the generator? Are all countries (except Russia) doomed to fall under alien influence, assuming indefinite gameplay where player downs all UFOs perfectly? We know that:&lt;br /&gt;
&lt;br /&gt;
:*The mission generator assigns a Research mission to the region of the player&#039;s first base at game start, with ETA of 2.5h (unlike the usual ETA for 0/0).&lt;br /&gt;
&lt;br /&gt;
:*The OSG says (per [[Difficulty Levels]] article) the Aliens are more likely to abandon or delay missions on lower difficulty.&lt;br /&gt;
::The OSG is wrong. Aliens don&#039;t abandon missions. The next stage of a mission will be delayed by successful interception. Difficulty plays no role in this.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:02, 9 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
:*Scoring-wise, Alien missions are considered successful once the landed UFO takes off. Missions can succeed more than once.&lt;br /&gt;
&lt;br /&gt;
:*Alien Infiltration in its final stage can&#039;t be stopped, even if all the UFOs are shot down before landing.&lt;br /&gt;
&lt;br /&gt;
:*Alien Retaliation (once X-COM base is discovered) mission generation can only be stopped by letting the aliens land and defeating them. Otherwise the aliens will just send more battleships.&lt;br /&gt;
&lt;br /&gt;
:*Alien Terror missions can be stopped by blowing up (or scaring away) the Terror ship.&lt;br /&gt;
&lt;br /&gt;
:*Is there 100% certainty that Russia will never be subverted (has anyone seen it occuring to Russia?) Perhaps it depends on the game version?&lt;br /&gt;
&lt;br /&gt;
*What are the &amp;quot;internal balancing mechanisms&amp;quot; spoken about by Julian Gollop [https://web.archive.org/web/20111126141902/https://www.next-gen.biz/features/making-x-com-enemy-unknown]? Does this have anything to do with the mission generator?&lt;br /&gt;
&lt;br /&gt;
:*As your organisation becomes stronger (through research &amp;amp; score), more powerful aliens start to appear with larger weapons. Catch is, the stronger the aliens get, the stronger X-COM gets, so the &amp;quot;mechanisms&amp;quot; aren&#039;t all that effective once you&#039;ve got your more important research projects done.&lt;br /&gt;
&lt;br /&gt;
:*Quoting from [http://www.youtube.com/watch?v=LP7VjbuNEzg?t=30m45s]: &amp;quot;The way this worked was very simple. Basically, if you did very well in the previous three tactical missions and you absolutely trounced the aliens, the aliens would ramp up their own technology development and deployment more quickly.&amp;quot; A very similar mechanic existed in Apocalypse, where the appearance of new alien tech was triggered by X-Com&#039;s score crossing a particular threshold. [[User:Off the Rails|Off the Rails]] 12:57, 2 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Add something about the X-COM novelizations. I&#039;ve been informed that they were horrendous...&lt;br /&gt;
:*Many years ago (about 1998?), a copy of the Diane Duane novel was passed around amongst the alt.games.x-com regulars. My memory&#039;s rather sketchy but I recall a standard pulp sci-fi with some X-Com words thrown in. The scale of the novel was much larger - I believe there was a part where hundreds oT troops stormed out of an Avenger to assault an alien base. Apart from that, I don&#039;t remember much. [[User:Off the Rails|Off the Rails]] 18:08, 2 February 2011 (EST)&lt;br /&gt;
:*There is a Vladimir Vasiliev book in russian. It is named &amp;quot;UFO: Враг неизвестен&amp;quot; http://fantlab.ru/work10017&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=114515</id>
		<title>Talk:Base Defense (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=114515"/>
		<updated>2023-06-08T14:49:02Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For TFTD Base Defence missions, there is mention in some articles that the spawn points are different, that aliens will routinely appear in places other than the Airlock and Sub Pens (not just if the aliens run out of their own spawn points). &lt;br /&gt;
&lt;br /&gt;
From personal experience (one Base Defence so far!), the spawn points do appear to be different, it looks like perhaps some of the aliens can spawn in adjacent modules to the usual spawn points, while most of them spawn in the usual modules. Or did I read somewhere that they start in the normal modules but get 1-2 turns free movement? I don&#039;t think so, as I had 2-3 aliens who were nearly the whole way on the right hand side of the base, when the access lift &amp;quot;channel&amp;quot; on the extreme left side of the base. So I think they teleport/leak through into adjacent modules to the sub pens and access lifts. &lt;br /&gt;
&lt;br /&gt;
Still, the overwhelming majority of aliens were in the normal spawn points - sub pens and access lift - so a few leaking behind the lines does not invalidate the overall Base Defence strategy. &lt;br /&gt;
&lt;br /&gt;
: I think it&#039;s the module adjacent to the airlock or sub pens. One way would be to ensure that the sub pens and airlock are separated from the rest of the base with the good old one-chokepoint base strategy for the primary base. Perhaps with a slightly longer chokepoint. &lt;br /&gt;
&lt;br /&gt;
: For smaller sonar/intercept outpost, just throw everything down at random. With aquanauts appearing from all directions, spawning one module along means little. On the bright side, f the aliens start closer, the better the opportunity to use the power tools! &lt;br /&gt;
&lt;br /&gt;
: One thing to check is that this isn&#039;t a result of having too few alien spawn points. It&#039;s very unlikely as I&#039;ve had a 3 sub pen base have aliens start in adjacent modules, but you never know. Really small one-or-no-sub-pen bases tend to suffer from this. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT) &lt;br /&gt;
&lt;br /&gt;
: I once had a commander witha small launcher spawn near a general stores. Thank goodness my Gas Cannon tank was next door and drove right in front of him, with lead to the commander to stun himself. I had a fairly stable base going, all Sub Pens using the top two rows, one access lift in the third, and all other buildings in rows four throught six. He (the HQ) showed up around the eigth turn, long after I had barricaded the choke point. [[User:Muton commander|Muton commander]] 21:52, 11 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what all this talk about &amp;quot;adjacent&amp;quot; modules was about, so I decided to take a look at the TFTD X-COM base spawn points to see what I could find. First some background on Enemy Unknown X-COM base spawn points (this is where I did most of my original testing on spawn points). There are 3 categories of spawn points: X-COM units, Shared, and Alien. Ignoring the HWP&#039;s for this discussion, X-COM soldiers are the first living units to spawn on a map. They will always be placed in X-COM flagged spawn points first. If they manage to fill those up, they start to fill the shared nodes. Finally, if the shared nodes are filled, then X-COM units will start spawning in the alien flagged spawn points. After the X-COM units have been placed on the map, then the alien units get a chance: first in the alien flagged nodes, then in shared. (I&#039;m not sure whether alien units can spawn in X-COM flagged nodes, I don&#039;t think they can though). Aliens can only show up in the access lift and hangars first, then the shared nodes (which consist of most of the facilities in the game). The modules where only X-COM units can start is the LQ&#039;s and Lab. The General Stores is also one of these but it has a single bugged spawn point which is shared for some reason. There are 3 more facilities with X-COM points but also shared points: Workshop, Large Radar and Missile Defenses. That&#039;s for Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
In TFTD, it&#039;s totally different. For the most part, the map programmers didn&#039;t utilize shared spawn points anymore. They only have X-COM and alien. The aliens mostly show up in the Air Lock and the Sub Pens like in EU, but X-COM units now occupy all the other modules in your base. This is generally speaking of course, there are some obvious exceptions as you guys have noticed. Here&#039;s where there is a problem: the Living Quarters have 3 alien flagged spawn points with a spawn priority of 1 and the Bombardment Shield has a single alien flagged node with a spawn priority of 4. (The Torpedo Defenses, Alien Containment and Sonic Defenses all have one node which is shared).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the alien controlled modules a little closer. The Access lift in EU has 8 alien nodes while the Air Lock in TFTD has 9, so there isn&#039;t much difference here. However, in EU there were 15 alien spawn points in each hangar, but in TFTD there are only 13. If the base defense mission doesn&#039;t have any flying units, then the Sub Pen only has 9 alien spawn points. This is a significant reduction in the number of available nodes for the aliens. Once these locations are filled (they are high-priority so they fill fast), then aliens may start to show up in those other locations (most likely the Bombardment Shield first as it has a priority node of 4 and then the LQ&#039;s).&lt;br /&gt;
&lt;br /&gt;
The alien flagged spawn points in the Living Quarters and Bombardment Shield are most likely unintentional errors by the map programmers. So are those shared spawn points in the Torpedo Defenses, Alien Containment and Sonic Defenses. That&#039;s my guess. Those nodes are probably meant to only hold X-COM units. I say this because the routes in the TFTD X-COM base modules are literally a total mess. In some of the modules the routes are in a state of total disarray. It almost looks like the map programmers didn&#039;t quite finish the job. Makes sense, as from what I&#039;ve read, they had a hard time figuring out the routes utility written by Julian Gollop for EU. --[[User:Zombie|Zombie]] 12:44, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some more points about TFTD Base Defence missions: underwater-only weapons (HJ Cannon, Torp launchers, etc) are automatically excluded from your 80 item limit, so you don&#039;t need to sell/transfer them. This was a help for me because a battleship hit me with no warning (near end of February on Superhuman). I did not get anything on sonar (long range and short range). Possibly it was because I had time advance set to 1 Hr, but you would still expect to get a popup box and for the clock to stop when the incoming battleship is detected. No such luck for me.&lt;br /&gt;
&lt;br /&gt;
:They still show up as items that you can equip, as I&#039;ve had cases where the remainder of my Aquanauts had nothing else to arm but some hydrojet cannons. They can be fired with reaction fire, but being one of the slower snap weapons and the fact the TFTD aliens seem less inclined to rove about as much as their UFO cousins, the HJC&#039;s don&#039;t inspire very much confidence. &lt;br /&gt;
&lt;br /&gt;
: A general land based feature that you can enjoy during base defence is improved phosphor performance and explosions appear to be much more destructive to terrain featues. At the very least you&#039;ll get the skull flames instead of bubbles. Not strictly exclusive to base defense, but worth knowing. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Fair point NKF, let&#039;s continue the discussion over here! A lot of the other TFTD articles are also a bit raw/chatty so I thought it would be ok. Also as there is a dearth of TFTD articles I thought an article, albeit a chatty one, is better than no article at all and a Talk page. I suspect casual users tend not to look at the discussion pages much (I&#039;m talking about a hypothetical &amp;quot;layperson&amp;quot; not the site&#039;s regulars!). But mainly to be honest I&#039;m not qualified to write a proper summary, so I thought if I started a discussion people like your good self might chime in with help - as you have done, so thank you!&lt;br /&gt;
&lt;br /&gt;
Anyhoo.... Yes the base I had was 3 sub pens at the top 2 rows, airlock hard left on row 3, then the rest of the base starting at row 4. Aliens were found on combat turn 1 on the middle and mid-right of row 4. They were just Gillmen and Deep Ones, which I don&#039;t think are that fast? &lt;br /&gt;
&lt;br /&gt;
My heaps of HJ cannon and torps were not available to equip, just loads of gauss weapons and clips and my one and only gas cannon. Initially I thought maybe TFTD is different and denies you the (best) weapons from your transport(s), so I was fighting with my surplus gauss production. Is that possible? &lt;br /&gt;
&lt;br /&gt;
Or do gauss weapons sort higher than HJC on Torp launchers on the 80 item list? I didn&#039;t think that they did. Or maybe it&#039;s an (undocumented) XComUtil feature. Perhaps XcomUtil removed them from the equip screen but all the HJCs were lying around upstairs on the floor. I will have to see if I have a save of that game. &lt;br /&gt;
&lt;br /&gt;
Thanks for the tips on HE and P shells, that&#039;s a good one. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still surprised that I got absolutely no warning of the impending attack, nothing until the Base Defence mission screen came up. Anyone got any ideas about that? Is it normal?&lt;br /&gt;
[[User:Spike|Spike]] 03:49, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I was going through some of the TFTD sections this evening, and man do we need to perform a serious overhaul. The alien descriptions would be a good place to start. For this section, maybe just a pointer to the talk page for now would do. &lt;br /&gt;
&lt;br /&gt;
: The Gauss weapons are actually further down the list than the torpedo launcher and hydro jet cannon. But then again, so are the sonic weapons. In the few games I&#039;ve been playing recently, I&#039;ve noticed that sonic weapons get selected before all of the basic equipment. I think the game re-orders the sonic weapons and gauss weapons to put them before the others, much like how they re-ordered the weapon list in UFO so that the three pistols were always picked last.  &lt;br /&gt;
&lt;br /&gt;
: As for the base attack - it can happen. Your sonar arrays do a ping at every 30 minute interval to reveal any USOs flying in range. If the Dreadnaught slipped through into your base during the gap between the sonar pings, then you would not have seen it. The scary thing is that this can happen even with a Transmission Resolver! -[[User:NKF|NKF]] 06:48, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Ah thanks for the explanation of &amp;quot;surprise attack&amp;quot;. That makes sense and maybe is worth noting under the main Base Defence article which generally assumes you have some prior warning. On the 80 item limit, more investigation needed, but it looks like the developers were trying to workaround the bug. I wonder if they just reversed the sort order, to put the more advanced weapons/items first? Simple and fairly effective. [[User:Spike|Spike]] 09:15, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::NKF, I&#039;m not sure it&#039;s possible for a Dreadnought to fly in under the radar of a Transmission Resolver. A Dreadnought can&#039;t move faster than 4800 knots - 4800 nautical miles per hour - and the Transmission Resolver has a range of 2400 nm and checks once per half-hour. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:42, 18 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Aliens with underwater only weapons ==&lt;br /&gt;
&lt;br /&gt;
After many many years I went back to play TFTD (using OpenXCom Extended) and I noticed that many of the aliens attacking my bases are carrying &lt;br /&gt;
DLPs, which are underwater-only. Is this something that happened in the original game, or is it related to OpenXCom?&lt;br /&gt;
If this can be confirmed, it should be worth including in the article.&lt;br /&gt;
[[User:Diegoba|Diegoba]] 11:48, 8 June 2023&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=114514</id>
		<title>Talk:Base Defense (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=114514"/>
		<updated>2023-06-08T14:46:47Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Aliens with underwater only weapons */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For TFTD Base Defence missions, there is mention in some articles that the spawn points are different, that aliens will routinely appear in places other than the Airlock and Sub Pens (not just if the aliens run out of their own spawn points). &lt;br /&gt;
&lt;br /&gt;
From personal experience (one Base Defence so far!), the spawn points do appear to be different, it looks like perhaps some of the aliens can spawn in adjacent modules to the usual spawn points, while most of them spawn in the usual modules. Or did I read somewhere that they start in the normal modules but get 1-2 turns free movement? I don&#039;t think so, as I had 2-3 aliens who were nearly the whole way on the right hand side of the base, when the access lift &amp;quot;channel&amp;quot; on the extreme left side of the base. So I think they teleport/leak through into adjacent modules to the sub pens and access lifts. &lt;br /&gt;
&lt;br /&gt;
Still, the overwhelming majority of aliens were in the normal spawn points - sub pens and access lift - so a few leaking behind the lines does not invalidate the overall Base Defence strategy. &lt;br /&gt;
&lt;br /&gt;
: I think it&#039;s the module adjacent to the airlock or sub pens. One way would be to ensure that the sub pens and airlock are separated from the rest of the base with the good old one-chokepoint base strategy for the primary base. Perhaps with a slightly longer chokepoint. &lt;br /&gt;
&lt;br /&gt;
: For smaller sonar/intercept outpost, just throw everything down at random. With aquanauts appearing from all directions, spawning one module along means little. On the bright side, f the aliens start closer, the better the opportunity to use the power tools! &lt;br /&gt;
&lt;br /&gt;
: One thing to check is that this isn&#039;t a result of having too few alien spawn points. It&#039;s very unlikely as I&#039;ve had a 3 sub pen base have aliens start in adjacent modules, but you never know. Really small one-or-no-sub-pen bases tend to suffer from this. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT) &lt;br /&gt;
&lt;br /&gt;
: I once had a commander witha small launcher spawn near a general stores. Thank goodness my Gas Cannon tank was next door and drove right in front of him, with lead to the commander to stun himself. I had a fairly stable base going, all Sub Pens using the top two rows, one access lift in the third, and all other buildings in rows four throught six. He (the HQ) showed up around the eigth turn, long after I had barricaded the choke point. [[User:Muton commander|Muton commander]] 21:52, 11 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what all this talk about &amp;quot;adjacent&amp;quot; modules was about, so I decided to take a look at the TFTD X-COM base spawn points to see what I could find. First some background on Enemy Unknown X-COM base spawn points (this is where I did most of my original testing on spawn points). There are 3 categories of spawn points: X-COM units, Shared, and Alien. Ignoring the HWP&#039;s for this discussion, X-COM soldiers are the first living units to spawn on a map. They will always be placed in X-COM flagged spawn points first. If they manage to fill those up, they start to fill the shared nodes. Finally, if the shared nodes are filled, then X-COM units will start spawning in the alien flagged spawn points. After the X-COM units have been placed on the map, then the alien units get a chance: first in the alien flagged nodes, then in shared. (I&#039;m not sure whether alien units can spawn in X-COM flagged nodes, I don&#039;t think they can though). Aliens can only show up in the access lift and hangars first, then the shared nodes (which consist of most of the facilities in the game). The modules where only X-COM units can start is the LQ&#039;s and Lab. The General Stores is also one of these but it has a single bugged spawn point which is shared for some reason. There are 3 more facilities with X-COM points but also shared points: Workshop, Large Radar and Missile Defenses. That&#039;s for Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
In TFTD, it&#039;s totally different. For the most part, the map programmers didn&#039;t utilize shared spawn points anymore. They only have X-COM and alien. The aliens mostly show up in the Air Lock and the Sub Pens like in EU, but X-COM units now occupy all the other modules in your base. This is generally speaking of course, there are some obvious exceptions as you guys have noticed. Here&#039;s where there is a problem: the Living Quarters have 3 alien flagged spawn points with a spawn priority of 1 and the Bombardment Shield has a single alien flagged node with a spawn priority of 4. (The Torpedo Defenses, Alien Containment and Sonic Defenses all have one node which is shared).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the alien controlled modules a little closer. The Access lift in EU has 8 alien nodes while the Air Lock in TFTD has 9, so there isn&#039;t much difference here. However, in EU there were 15 alien spawn points in each hangar, but in TFTD there are only 13. If the base defense mission doesn&#039;t have any flying units, then the Sub Pen only has 9 alien spawn points. This is a significant reduction in the number of available nodes for the aliens. Once these locations are filled (they are high-priority so they fill fast), then aliens may start to show up in those other locations (most likely the Bombardment Shield first as it has a priority node of 4 and then the LQ&#039;s).&lt;br /&gt;
&lt;br /&gt;
The alien flagged spawn points in the Living Quarters and Bombardment Shield are most likely unintentional errors by the map programmers. So are those shared spawn points in the Torpedo Defenses, Alien Containment and Sonic Defenses. That&#039;s my guess. Those nodes are probably meant to only hold X-COM units. I say this because the routes in the TFTD X-COM base modules are literally a total mess. In some of the modules the routes are in a state of total disarray. It almost looks like the map programmers didn&#039;t quite finish the job. Makes sense, as from what I&#039;ve read, they had a hard time figuring out the routes utility written by Julian Gollop for EU. --[[User:Zombie|Zombie]] 12:44, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some more points about TFTD Base Defence missions: underwater-only weapons (HJ Cannon, Torp launchers, etc) are automatically excluded from your 80 item limit, so you don&#039;t need to sell/transfer them. This was a help for me because a battleship hit me with no warning (near end of February on Superhuman). I did not get anything on sonar (long range and short range). Possibly it was because I had time advance set to 1 Hr, but you would still expect to get a popup box and for the clock to stop when the incoming battleship is detected. No such luck for me.&lt;br /&gt;
&lt;br /&gt;
:They still show up as items that you can equip, as I&#039;ve had cases where the remainder of my Aquanauts had nothing else to arm but some hydrojet cannons. They can be fired with reaction fire, but being one of the slower snap weapons and the fact the TFTD aliens seem less inclined to rove about as much as their UFO cousins, the HJC&#039;s don&#039;t inspire very much confidence. &lt;br /&gt;
&lt;br /&gt;
: A general land based feature that you can enjoy during base defence is improved phosphor performance and explosions appear to be much more destructive to terrain featues. At the very least you&#039;ll get the skull flames instead of bubbles. Not strictly exclusive to base defense, but worth knowing. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Fair point NKF, let&#039;s continue the discussion over here! A lot of the other TFTD articles are also a bit raw/chatty so I thought it would be ok. Also as there is a dearth of TFTD articles I thought an article, albeit a chatty one, is better than no article at all and a Talk page. I suspect casual users tend not to look at the discussion pages much (I&#039;m talking about a hypothetical &amp;quot;layperson&amp;quot; not the site&#039;s regulars!). But mainly to be honest I&#039;m not qualified to write a proper summary, so I thought if I started a discussion people like your good self might chime in with help - as you have done, so thank you!&lt;br /&gt;
&lt;br /&gt;
Anyhoo.... Yes the base I had was 3 sub pens at the top 2 rows, airlock hard left on row 3, then the rest of the base starting at row 4. Aliens were found on combat turn 1 on the middle and mid-right of row 4. They were just Gillmen and Deep Ones, which I don&#039;t think are that fast? &lt;br /&gt;
&lt;br /&gt;
My heaps of HJ cannon and torps were not available to equip, just loads of gauss weapons and clips and my one and only gas cannon. Initially I thought maybe TFTD is different and denies you the (best) weapons from your transport(s), so I was fighting with my surplus gauss production. Is that possible? &lt;br /&gt;
&lt;br /&gt;
Or do gauss weapons sort higher than HJC on Torp launchers on the 80 item list? I didn&#039;t think that they did. Or maybe it&#039;s an (undocumented) XComUtil feature. Perhaps XcomUtil removed them from the equip screen but all the HJCs were lying around upstairs on the floor. I will have to see if I have a save of that game. &lt;br /&gt;
&lt;br /&gt;
Thanks for the tips on HE and P shells, that&#039;s a good one. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still surprised that I got absolutely no warning of the impending attack, nothing until the Base Defence mission screen came up. Anyone got any ideas about that? Is it normal?&lt;br /&gt;
[[User:Spike|Spike]] 03:49, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I was going through some of the TFTD sections this evening, and man do we need to perform a serious overhaul. The alien descriptions would be a good place to start. For this section, maybe just a pointer to the talk page for now would do. &lt;br /&gt;
&lt;br /&gt;
: The Gauss weapons are actually further down the list than the torpedo launcher and hydro jet cannon. But then again, so are the sonic weapons. In the few games I&#039;ve been playing recently, I&#039;ve noticed that sonic weapons get selected before all of the basic equipment. I think the game re-orders the sonic weapons and gauss weapons to put them before the others, much like how they re-ordered the weapon list in UFO so that the three pistols were always picked last.  &lt;br /&gt;
&lt;br /&gt;
: As for the base attack - it can happen. Your sonar arrays do a ping at every 30 minute interval to reveal any USOs flying in range. If the Dreadnaught slipped through into your base during the gap between the sonar pings, then you would not have seen it. The scary thing is that this can happen even with a Transmission Resolver! -[[User:NKF|NKF]] 06:48, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Ah thanks for the explanation of &amp;quot;surprise attack&amp;quot;. That makes sense and maybe is worth noting under the main Base Defence article which generally assumes you have some prior warning. On the 80 item limit, more investigation needed, but it looks like the developers were trying to workaround the bug. I wonder if they just reversed the sort order, to put the more advanced weapons/items first? Simple and fairly effective. [[User:Spike|Spike]] 09:15, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::NKF, I&#039;m not sure it&#039;s possible for a Dreadnought to fly in under the radar of a Transmission Resolver. A Dreadnought can&#039;t move faster than 4800 knots - 4800 nautical miles per hour - and the Transmission Resolver has a range of 2400 nm and checks once per half-hour. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:42, 18 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Aliens with underwater only weapons ==&lt;br /&gt;
&lt;br /&gt;
After many many years I went back to play TFTD (using OpenXCom Extended) and I noticed that many of the aliens attacking my bases are carrying &lt;br /&gt;
DLPs, which are underwater-only. Is this something that happened in the original game, or is it related to OpenXCom?&lt;br /&gt;
If this can be confirmed, it should be worth including in the article.&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fabricaci%C3%B3n&amp;diff=112621</id>
		<title>Fabricación</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fabricaci%C3%B3n&amp;diff=112621"/>
		<updated>2022-12-06T01:20:23Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: Created page with &amp;quot;Una gran proporción del equipo más importante que puedes usar contra la amenaza alienígena debe ser &amp;#039;&amp;#039;fabricado&amp;#039;&amp;#039;&amp;#039; en lugar de comprado. Al comenzar el juego, la base inici...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Una gran proporción del equipo más importante que puedes usar contra la amenaza alienígena debe ser &#039;&#039;fabricado&#039;&#039;&#039; en lugar de comprado. Al comenzar el juego, la base inicial tiene un [[Taller]] y algunos Ingenieros que pueden trabajar en el. Lo que no hay, es algo que fabricar. Para tener algo, es necesario [[investigación|Investigar]] algunas tecnologías. Fabricación puede llegar a ser una de las claves de la organización, tanto para equipar a tus [[soldados]] como para obtener considerables [[Fabricando ganancias|ganancias económicas]]&lt;br /&gt;
&lt;br /&gt;
==Como fabricar==&lt;br /&gt;
Para fabricar algo, necesitaras ciertas cosas en una base.&lt;br /&gt;
&lt;br /&gt;
*Un taller funcional. La base inicial tiene uno, pero si quieres fabricar algo en otras bases, tendras que construir uno en ellas.&lt;br /&gt;
*Al menos un Ingeniero (preferentemente unos cuantos) en la base&lt;br /&gt;
*Haber investigado una o mas tecnologías que permitan construir algo&lt;br /&gt;
*Suficiente dinero y materias primas para construir al menos un ejemplar de lo que quieras producir&lt;br /&gt;
&lt;br /&gt;
Si tienes estas cosas, entonces ve a la pantalla de administración de bases desde la vista planetaria ([[Geoscape]]), selecciona la base y elije la opción &amp;quot;Fabricar&amp;quot;. Desde allí podrás elegir comenzar una &amp;quot;Nueva Producción&amp;quot;, o si ya estas produciendo algo, modificar las ordenes a ese respecto.&lt;br /&gt;
&lt;br /&gt;
==Nueva Producción==&lt;br /&gt;
Al seleccionar la opción de Nueva Producción, veras una lista de todo lo que puedes fabricar en esta base, que no este siendo fabricado en el momento. &lt;br /&gt;
&lt;br /&gt;
Una vez que hayas seleccionado que fabricar, la pantalla de información describe los requerimientos, costos y tiempos para ese elemento en particular. Basándote en el numero de ingenieros disponibles y en la cantidad de horas/ingeniero que se muestran, podrás estimar el tiempo total de producción.&lt;br /&gt;
&lt;br /&gt;
El area de trabajo requerida se cuenta contra los 50 espacios disponibles por Taller, y cada ingeniero asignado usa otro espacio. Por lo tanto, un elemento que requiere 8 espacios, deja lugar disponible para asignar hasta 42 Ingenieros a la tarea de producción. Por supuesto que el tener varios talleres o varias tareas de producción simultanea afectan estos números.&lt;br /&gt;
&lt;br /&gt;
También se ve el costo, tanto en dinero como en materiales especiales que se usaran durante la producción, algunos de los cuales pueden ser considerablemente caros y difíciles de conseguir. Si tienes suficiente dinero y materiales para producir por lo menos un ejemplar del elemento seleccionado, la opción de Comenzar Fabricación estará disponible. De no ser así, solo podrá cancelar la producción.&lt;br /&gt;
&lt;br /&gt;
==Start Production==&lt;br /&gt;
At this point you should be shown how many engineers you have available, and how much workspace. Normally you will want to assign all your engineers to the task, as long as they can all fit into the workshop, as normally it is not efficient to produce two different types of item at once. Next select the number of units to produce, remembering that every one of them will take the monetary and raw materials cost from your account and stores when the engineers get around to starting producing it. Note that you can order as many as you like at this point, it does not check you have the resources for it, but you will have to have to ensure you transfer or recover the necessary items or money before they are needed before the engineers or the production run will stop. &lt;br /&gt;
&lt;br /&gt;
Note that items become available to you as soon as the individual item is finished, you don&#039;t have to wait until the production run ends and then get a lot at once, they trickle through as they are completed. You only get notified when the entire run is complete though, not when each individual item is done.&lt;br /&gt;
&lt;br /&gt;
Also as a warning - as soon as you press Ok to start production your engineers will immediately order all the necessary parts and bring the required special materials from your stores, even if you cancel the run immediately these will all be used up - only for the first item of course, but it pays to be sure you are making the right thing before you press ok, you don&#039;t want to be caught making Heavy Plasma guns when you meant to be making Plasma Beams, for instance.&lt;br /&gt;
&lt;br /&gt;
==Modifying An Existing Production Run==&lt;br /&gt;
Once you have one or more manufacturing projects in progress you will see the details of it on the main manufacturing screen. It shows the number of engineers assigned, the amount produced so far, how many are left to go, the cost per unit (but not the special materials needed), and the amount of days and hours until the entire batch will be completed.&lt;br /&gt;
&lt;br /&gt;
If you want to change the details of a production run, simply click on it to show a screen similar to when you started production that allows you to reassign engineers, shorten or lengthen the production run, or stop production altogether. Note that if you stop production it will lose the money and materials used in the currently in progress item, so you might want to finish the last one, or just reassign all the engineers and leave the project to be continued later - note that this takes up extra workshop space, so you might not always want to do this and just take the loss.&lt;br /&gt;
&lt;br /&gt;
==What To Produce?==&lt;br /&gt;
Obviously you are limited to what you have researched, so what you want to produce at any time changes rapidly as new technologies become available to you. Before you get hold of some alien technology and research it you have three main choices that you can get into production in the first week or so, [[Medi-Kit]]s can be important to stop your soldiers dying of their wounds on the battlefield, [[Motion Scanner]]s can be useful to avoid your soldiers getting wounded on the battlefield in the first place, and Laser Weapons such as the [[Laser Pistol|Pistol]] and [[Laser Rifle|Rifle]] can help you wound the enemy much more effectively, so they all must be considered.&lt;br /&gt;
&lt;br /&gt;
If your scientists are being very effective, or you have just hired loads of them, then you will often find a backlog of demands coming from your soldiers, pilots and base personnel for all sorts of items, and you may need to look at expanding your production facilities with more workshops and engineers, either at the same base or another. At this point you may regret it if you haven&#039;t planned ahead for this moment as a new Workshops take 32 days to build, as well as the $800k it costs, plus an extra 50 Engineers come in at $2.5 million, and these will need new [[Living Quarters]] to house them. It is a good idea to get ahead of the curve and plan for this time lag and expenditure spike as soon as your scientists start building up a large list of items you can produce.&lt;br /&gt;
&lt;br /&gt;
==Show Me The Money==&lt;br /&gt;
One key thing to be aware of, particularly later on in your struggle, is that there are a number of items in the production list that can be produced for a potentially significant amount of profit when sold to various shady private individuals that approach you. Once you are at this stage, you may wish to consider which items you can make most [[Manufacturing Profitability|profitable]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable Prices]], for a table of all manufacturable items in the game, their cost and sale price, and special materials, workshop space, and engineer hours required to produce them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cultural_Influences_on_X-COM&amp;diff=89126</id>
		<title>Cultural Influences on X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cultural_Influences_on_X-COM&amp;diff=89126"/>
		<updated>2019-04-27T19:04:38Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* TFTD &amp;amp; Lovecraft */ Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UFO =&lt;br /&gt;
&lt;br /&gt;
The 1970s British TV series [[http://en.wikipedia.org/wiki/UFO_(TV_series) UFO]], produced by Gerry and Sylvia Anderson for ATV, is undoubtedly a major inspiration for the UFO: Enemy Unknown game. Set in the &amp;quot;near future&amp;quot; (1980!) it narrates the struggles of a secret, international, government-sponsored paramilitary organisation that is combating alien infiltration and terror.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[http://ufoseries.com/ UFO series homepage]]. &lt;br /&gt;
&lt;br /&gt;
== Organisation ==&lt;br /&gt;
&lt;br /&gt;
The organisation is named SHADO, an acronym for Supreme Headquarters, Alien Defence Organisation, (by analogy with NATO and WW2 Allied military command acronyms). Established by a secret protocol of the UNSC, SHADO is a small organisation, answerable to government officials and a General, and subject to continual political pressure and interference, as well as disputes about funding.&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
&lt;br /&gt;
SHADO maintains at least one secret underground base in England (underneath a complex of film and television studios). SHADO also maintains a secret base on the moon, &amp;quot;Moonbase&amp;quot;. SHADO wishes to expand its interceptor bases but is restricted by insufficient funding. &lt;br /&gt;
&lt;br /&gt;
== Ranks and Command ==&lt;br /&gt;
&lt;br /&gt;
The commanding officer of SHADO is an American ex-military officer, Ed Straker. He  has the rank of Commander. While Commander Straker reports to a General, the General appears to work as the President of a mainstream civilian organisation, (the International Astrophysical Commission of the United Nations, acting as a front organisation for SHADO) and is not officially part of SHADO. The SHADO Commander has full discretion on projects and operations. The IAC board only has financial powers, and the power to appoint or dismiss the Commander - which must be by unanimous vote. The officer in charge of SHADO&#039;s Moonbase (usually a Colonel) is also referred to as a Commander. However he or she is clearly subordinate to the SHADO Commander, who is sometimes referred to as &#039;Supreme Commander&#039;.  There are also Colonels and Lieutenants in the SHADO hierarchy, many of whom formerly worked for national military organisations. There are also NCOs but no operatives with NCO ranks such as Sergeant are mentioned by name. &lt;br /&gt;
The impression given is of a small, close-knit organisation (quite possibly numbering no more than 255 paramilitary operatives and possibly much less).&lt;br /&gt;
&lt;br /&gt;
== Surveillance and Interceptors ==&lt;br /&gt;
&lt;br /&gt;
SHADO&#039;s defensive perimeter with the aliens is Earth orbit and the moon. Based out in space is an automated, artificial intelligence-controlled detection system called SID (Space Intruder Detector) which attempts to detect and track UFOs entering the solar system and approaching Earth. There are also ground based detection stations. &lt;br /&gt;
&lt;br /&gt;
Primary interception is performed from Moonbase by manned spacecraft called Interceptors ( or &amp;quot;Moonbase Interceptors&amp;quot; ), operating in on-duty flights of 3. Interceptors are vectored against UFOs using target data from SID, either by the pilots or under telemetric control from Moonbase or SHADO HQ.&lt;br /&gt;
&lt;br /&gt;
Interceptors are each armed with a single large nose-mounted nuclear rocket or missile with which to engage UFOs. This is a one-shot attack per Interceptor. There is a long recovery and rearming time for the Interceptors so if the 3 Interceptors all fail to destroy the UFO, interception has failed.  &lt;br /&gt;
&lt;br /&gt;
The probability of a hit and kill from 3 Interceptors is good, but frequently UFOs will still pass through the Moonbase Interceptor cordon either partially damaged or unscathed (or indeed slip through undetected). At this point SHADO&#039;s second line of defence comes in.&lt;br /&gt;
&lt;br /&gt;
== Air Interception ==&lt;br /&gt;
&lt;br /&gt;
SHADO operates at least one small, high performance interceptor aircraft called Sky One. This aircraft is a small stubby delta-winged single seat fighter armed with short range rapid-firing rocket pods. It has no guided missile armament. Air interception is seen as a last-ditch effort by SHADO and is possibly less effective than space interception, though is generally at an advantage as UFOs begin to deteriorate in earth&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
Sky One is attached to the submarine known as Sky Diver, and essentially makes up the front portion of the sub.&lt;br /&gt;
&lt;br /&gt;
== Submarine Operations ==&lt;br /&gt;
&lt;br /&gt;
SHADO operates at least one advanced submarine, SkyDiver 1, similar to a slightly futuristic nuclear hunter/killer submarine. This vessel is crewed by SHADO personnel (in different uniforms, and female officers do not wear purple wigs) and is also used to investigate UFOs that have crashed or landed underwater. The submarine is comprised of two parts. The main body of the submarine, and Sky One. &lt;br /&gt;
&lt;br /&gt;
SkyDiver&#039;s rated operating depth is around 1200m but it has survived exposure to depths of almost 2000m. &lt;br /&gt;
&lt;br /&gt;
The Sky One interceptor aircraft is launched from the submarine whilst submerged, making Sky One arguably a kind of flying sub. However it is fair to say that SHADO&#039;s underwater operations are limited in comparison  to ground operations. Oh well, maybe in the next war...&lt;br /&gt;
&lt;br /&gt;
== Ground Operations ==&lt;br /&gt;
&lt;br /&gt;
If UFOs pass through SHADO&#039;s air and space interception without being destroyed or detected, which happens quite frequently, SHADO ground forces will move to secure the crash site or landing site. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
SHADO troops are armed with selective-fire rifles that resemble a futuristic version of the contemporary NATO FN SLR, or perhaps a prototype of the SA80 small arm, and are also vaguely similar to the depiction of the X-COM Rifle. Troops are unarmoured, as was typical at the time - again similar to the initial X-COM forces. &lt;br /&gt;
&lt;br /&gt;
SHADO use a man portable rocket launcher with an electronic-visual aiming system and reloadable rounds, very similar to the X-COM Rocket Launcher (though the rounds are smaller). The SHADO Rocket Launcher is capable (with a good hit) of disabling or destroying small UFOs, in this sense it is more powerful than its X-COM equivalent. &lt;br /&gt;
&lt;br /&gt;
SHADO operatives also have advanced semi-automatic pistols at their disposal. These are more often used for covert work, rather than &amp;quot;battlefield&amp;quot; use.&lt;br /&gt;
&lt;br /&gt;
A heavy, but man-portable high explosive pack (very similar to the X-COM High Explosive) is also used on occasion. &lt;br /&gt;
&lt;br /&gt;
SHADO has tranquiliser rifles available but these are used on human targets and not known to be effective versus aliens. &lt;br /&gt;
&lt;br /&gt;
Hand-held stun rods of some type are used by the aliens to capture human victims, but SHADO does not have a similar technology.&lt;br /&gt;
&lt;br /&gt;
=== Transport and Vehicles ===&lt;br /&gt;
&lt;br /&gt;
SHADO troops are transported tactically to UFO sites in tracked armoured personnel carriers called SHADO Mobiles. Strategically the Mobiles are flown into the crash / landing region on advanced-design jet cargo aircraft, called Transporters, but these aircraft are not V/TOL like the X-COM transports. SHADO also operates C/STOL supersonic transports (SSTs), and lunar modules which dock with air-breathing V/TOL aircraft for take off / landing from Earth. SHADO aircraft are flagged as &amp;quot;SHADAIR&amp;quot; - presumably a cover name.  &lt;br /&gt;
&lt;br /&gt;
=== Vehicle Weapons ===&lt;br /&gt;
&lt;br /&gt;
Some SHADO Mobiles are armed with weapon systems such as multiple-launch rocket systems or autocannon / heavy machineguns.&lt;br /&gt;
&lt;br /&gt;
== UFOs ==&lt;br /&gt;
&lt;br /&gt;
UFOs are all (almost all?) of one standard type, a small metallic craft of standard &amp;quot;saucer&amp;quot; shape. They carry a small number of Aliens, probably similar to a Small or Medium Scout in UFO: Enemy Unknown. &lt;br /&gt;
&lt;br /&gt;
UFOs maneuver at supralight speeds. They are tracked by SID at ranges on the order of 75 million miles from earth, typically moving at 8 times the speed of light (SOL), using highly specialised &amp;quot;Utronic&amp;quot; detection equipment developed for SHADO. In the vicinity of the Moon the UFOs decelerate to high sub-light speeds. (It&#039;s unclear how  the Moonbase interceptor craft and weapons, both using some kind of reaction engine, are able to effectively engage spacecraft moving at such speeds. However the UFOs flight paths are highly predictable, so perhaps they have limited ability for lateral evasive action?). &lt;br /&gt;
&lt;br /&gt;
The Earth&#039;s atmosphere forces the UFOs to slow down even further, to much slower speeds, allowing them to be intercepted by supersonic fighter aircraft. As in X-COM, UFOs are vulnerable to conventional explosive air to air missiles.&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
&lt;br /&gt;
As in X-COM, aliens cannot survive long in Earth atmosphere, but unlike in X-COM they wear spacesuits when on Earth. The identity and appearance of the aliens is a mystery and uncovering it is a major objective of SHADO (see below). Some of the aliens have psionic powers and there may be multiple types of alien (races or perhaps just factions). Some of the aliens are humanoid and can impersonate, or pass for, or possess, humans.  The aliens also act through human collaborators or puppets. As in X-COM, they attempt to subvert government officials and other public figures.&lt;br /&gt;
&lt;br /&gt;
One known activity of the aliens is harvesting of human organs, and it is suggested that some of the humanoid aliens encountered by SHADO may actually be modified, controlled humans and not the actual aliens.&lt;br /&gt;
&lt;br /&gt;
The aliens are more suited to the underwater environment of Earth, and build at least one base under Earth&#039;s seas.&lt;br /&gt;
&lt;br /&gt;
=== Alien Weapons ===&lt;br /&gt;
&lt;br /&gt;
Alien personal weapons seem to be normal firearms or at least projectile weapons of some type, with a slightly lower rate of fire compared to SHADO weapons. Unlike in X-COM the alien personal weapons are not noticeably superior to human weapons.&lt;br /&gt;
&lt;br /&gt;
Alien UFOs are sometimes equipped with an energy weapon of some kind, possibly a laser cannon or plasma cannon.&lt;br /&gt;
&lt;br /&gt;
== SHADO Mission and Objectives ==&lt;br /&gt;
&lt;br /&gt;
On a day to day basis SHADO detects, engages and destroys / secures UFOs and individual aliens encroaching on Earth. It also foils alien plots and schemes on Earth (and the Moon!), using SHADO operatives working undercover. &lt;br /&gt;
&lt;br /&gt;
SHADO must also struggle to ensure it receives sufficient funding to meet its objectives, and to ensure the correct priorities are set by its funders, and that the support of funders continues. &lt;br /&gt;
&lt;br /&gt;
Longer term, SHADO seeks to understand and discover alien intentions, capabilities, and origins, to correctly assess and respond to the alien threat, on behalf of the Earth. The aliens are highly mysterious and discovering information about them is key to SHADO. Capture of specimens, live aliens, or even communication with them, is a highly important objective. The intentions of the aliens remain one of the biggest mysteries. Learning the origin of the aliens, or their staging area for attacks, is also highly important.&lt;br /&gt;
&lt;br /&gt;
== Psionics ==&lt;br /&gt;
&lt;br /&gt;
The aliens show some use of what appear to be subtle (non-physical-affecting) psionic capabilities such as telepathy and mental influence or mind control. This is similar to XCom. Very rare humans (not SHADO operatives) are also shown to have similar abilities, though perhaps not as powerful. There is no physical technology associated with psionics - no Psi Amps etc. There are intensive psychometric test sessions that are used for screening SHADO operatives for mental weakness, and to detect alien mental influence or control after alien contact - perhaps similar to the Psi Labs concept. &lt;br /&gt;
&lt;br /&gt;
One episode, The Psycho Bombs, features humans that are taken under the mind influence of the aliens to infiltrate and destroy SHADO installations. In addition to the mind control, they gain superhuman strength and are turned into bombs that detonate when they come into contact with high voltage electricity.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
While investigating alien technology and motives is a key objective of SHADO, unlike in XCom there is no noticeable technological advance gained by SHADO, with or without analysing alien technology. Apart from the Utronic modules (see above) which allow SHADO to detect UFOs, there are few if any advances in SHADO equipment, and the few examples of advances come from research in the wider technology community of Earth, not from SHADO efforts. For example, SHADO makes use of newly available long range spacecraft to try to gather intelligence on the alien origins. Arguably this is more realistic than in Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
== Victory ==&lt;br /&gt;
&lt;br /&gt;
As just noted, SHADO attempts to send a newly designed unmanned long range spacecraft on a mission back along the departure trajectory of a UFO (after first deliberately allowing the UFO to escape), in an attempt to obtain reconnaisance information on the UFO base or homeworld. This is roughly analogous to the Mars mission in Enemy Unknown (or perhaps the research effort that unlocks it). However, the SHADO mission fails due to a technical problem, at great cost to SHADO in money and lost credibility/prestige.&lt;br /&gt;
&lt;br /&gt;
= Threshold =&lt;br /&gt;
&lt;br /&gt;
The US television series &#039;&#039;Threshold&#039;&#039;, broadcast in the 2000s, is said to have certain similarities with X-COM. It concerns a secret organisation dedicated to investigating and combating an alien threat which is concealed from the public.&lt;br /&gt;
&lt;br /&gt;
= Timothy Good/Robert Lazar =&lt;br /&gt;
&lt;br /&gt;
In 1989 Bob Lazar claimed to have worked as a scientist from 1988 to 1989 in a governmental secret project at the infamous Area 51 where he saw crashed UFOs and an exotic [[Elerium|element-115]] which possessed anti-gravity properties. &lt;br /&gt;
For more information, check Wikipedia&#039;s [http://en.wikipedia.org/wiki/Bob_Lazar article].&lt;br /&gt;
Bob Lazar&#039;s descriptions were published in [http://en.wikipedia.org/wiki/Timothy_Good Timothy Good&#039;s] &#039;&#039;Alien Liaison&#039;&#039; book. If you are interested in reading about some very intriguing UFO cases (based upon official released documents) check his books, especially &#039;&#039;Alien Liaison&#039;&#039; and &#039;&#039;Beyond Top Secret&#039;&#039; (they were also most likely influences for UFO Defense).&lt;br /&gt;
&lt;br /&gt;
= Invaders From Mars =&lt;br /&gt;
&lt;br /&gt;
Another 1950&#039;s science fiction B-movie. Quoting from the Wikipedia&#039;s [http://en.wikipedia.org/wiki/The_Day_the_Earth_Stood_Still_(1951_film) article] on it &#039;&#039;Inside they find a Martian, mostly a large head with strange tentacles, encased in a glassy sphere. The Martian mastermind is served by tall, green, silent humanoid &amp;quot;mutants&amp;quot;&#039;&#039;. Coincidence that it [[Muton|sounds]] [[Cydonia_or_Bust|familiar]]?&lt;br /&gt;
&lt;br /&gt;
= Branton Files =&lt;br /&gt;
&lt;br /&gt;
The Branton Files are a set of conspiracy theories which involved the [[Sectoid|Greys]] and the [[Snakemen|Reptilian]] alien races and an ongoing subvert invasion of Earth by aliens. A link to the documents can be found [http://en.wikipedia.org/wiki/Branton_Files here]&lt;br /&gt;
&lt;br /&gt;
= Starship Troopers =&lt;br /&gt;
&lt;br /&gt;
Power armor in science fiction was first popularized by Robert Heinlein&#039;s [http://en.wikipedia.org/wiki/Starship_Troopers Starship Troopers]&lt;br /&gt;
military science fiction novel. The plot regards Earth defending itself and its colonies from a hostile insectoid alien race, which has a hive mentality and is ruled by &#039;Brains&#039;.&lt;br /&gt;
&lt;br /&gt;
= Online UFO Culture of the early 1990s =&lt;br /&gt;
&lt;br /&gt;
There were plenty of files going around BBS servers at the time. You can read those files at the [http://www.textfiles.com/ufo/ www.textfiles/ufo] site.&lt;br /&gt;
&lt;br /&gt;
= TFTD &amp;amp; Lovecraft =&lt;br /&gt;
&lt;br /&gt;
The author of the literary universe of the Cthulu Mythos and other literary horror works had a deep influence on [[TFTD]]:&lt;br /&gt;
* [[T&#039;leth]] and the mood tone of TFTD are inspired of the [http://en.wikipedia.org/wiki/Cthulhu_Mythos Cthulhu Mythos]. Cthulus is described an extraterrestrial monstrous entity that is asleep on the depths of oceans and waiting for the proper star alignment to be brought to life and impose its evil rule on Earth. The UFOPedia&#039;s entry for the final mission even has a reference of T&#039;leth as &#039;&#039;a Lovecraftian nightmare&#039;&#039;.&lt;br /&gt;
* For complete references to the influence of Lovecraft on TFTD check Wikipedia&#039;s  [http://en.wikipedia.org/wiki/List_of_X-COM:_Terror_from_the_Deep_races Terror from the Deep races] page.&lt;br /&gt;
&lt;br /&gt;
= The Kraken Wakes =&lt;br /&gt;
&lt;br /&gt;
Science fiction book written by John Wyndham concerning an alien invasion that comes from the oceans. More info [http://en.wikipedia.org/wiki/The_Kraken_Wakes here].&lt;br /&gt;
&lt;br /&gt;
= Lobster Man From Mars =&lt;br /&gt;
&lt;br /&gt;
There&#039;s a 1989 comedy/horror move featuring a well known [[Lobstermen|Lobster monster]] of [[TFTD]], more info available  [http://en.wikipedia.org/wiki/Lobster_Man_From_Mars here]. Might be a coincidence on the name, might not...&lt;br /&gt;
&lt;br /&gt;
= Invasion of the Body Snatchers =&lt;br /&gt;
&lt;br /&gt;
The Micronoid Aggregate, which is the true antagonist of X-COM Apocalypse, was possibly based on the Pod People from the 1956 Film, Invasion of the Body Snatchers. They are both Extraterrestrial Parasites that depend on the assimilation of other species and the consumption of their resources for their own survival.&lt;br /&gt;
&lt;br /&gt;
= Judge Dredd =&lt;br /&gt;
The XCOM Apocalypse city of Mega-Primus bears some resemblance to Judge Dredd&#039;s dystopian megalopolis city-state called &amp;quot;Mega-City One&amp;quot;. The elite Street Judges that patrol the city are armed with a standard issue series of handguns known as the &amp;quot;Lawgiver&amp;quot;, likely the namesake of the Megapol Lawpistol.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Sightings in other fandoms]]&lt;br /&gt;
*[[Realistic Equivalents]]&lt;br /&gt;
*[[Rank]]&lt;br /&gt;
*[[Craft]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[UFOs]]&lt;br /&gt;
*[[Alien Life Forms|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cultural_Influences_on_X-COM&amp;diff=89125</id>
		<title>Cultural Influences on X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cultural_Influences_on_X-COM&amp;diff=89125"/>
		<updated>2019-04-27T19:03:20Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Starship Troopers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UFO =&lt;br /&gt;
&lt;br /&gt;
The 1970s British TV series [[http://en.wikipedia.org/wiki/UFO_(TV_series) UFO]], produced by Gerry and Sylvia Anderson for ATV, is undoubtedly a major inspiration for the UFO: Enemy Unknown game. Set in the &amp;quot;near future&amp;quot; (1980!) it narrates the struggles of a secret, international, government-sponsored paramilitary organisation that is combating alien infiltration and terror.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[http://ufoseries.com/ UFO series homepage]]. &lt;br /&gt;
&lt;br /&gt;
== Organisation ==&lt;br /&gt;
&lt;br /&gt;
The organisation is named SHADO, an acronym for Supreme Headquarters, Alien Defence Organisation, (by analogy with NATO and WW2 Allied military command acronyms). Established by a secret protocol of the UNSC, SHADO is a small organisation, answerable to government officials and a General, and subject to continual political pressure and interference, as well as disputes about funding.&lt;br /&gt;
&lt;br /&gt;
== Bases ==&lt;br /&gt;
&lt;br /&gt;
SHADO maintains at least one secret underground base in England (underneath a complex of film and television studios). SHADO also maintains a secret base on the moon, &amp;quot;Moonbase&amp;quot;. SHADO wishes to expand its interceptor bases but is restricted by insufficient funding. &lt;br /&gt;
&lt;br /&gt;
== Ranks and Command ==&lt;br /&gt;
&lt;br /&gt;
The commanding officer of SHADO is an American ex-military officer, Ed Straker. He  has the rank of Commander. While Commander Straker reports to a General, the General appears to work as the President of a mainstream civilian organisation, (the International Astrophysical Commission of the United Nations, acting as a front organisation for SHADO) and is not officially part of SHADO. The SHADO Commander has full discretion on projects and operations. The IAC board only has financial powers, and the power to appoint or dismiss the Commander - which must be by unanimous vote. The officer in charge of SHADO&#039;s Moonbase (usually a Colonel) is also referred to as a Commander. However he or she is clearly subordinate to the SHADO Commander, who is sometimes referred to as &#039;Supreme Commander&#039;.  There are also Colonels and Lieutenants in the SHADO hierarchy, many of whom formerly worked for national military organisations. There are also NCOs but no operatives with NCO ranks such as Sergeant are mentioned by name. &lt;br /&gt;
The impression given is of a small, close-knit organisation (quite possibly numbering no more than 255 paramilitary operatives and possibly much less).&lt;br /&gt;
&lt;br /&gt;
== Surveillance and Interceptors ==&lt;br /&gt;
&lt;br /&gt;
SHADO&#039;s defensive perimeter with the aliens is Earth orbit and the moon. Based out in space is an automated, artificial intelligence-controlled detection system called SID (Space Intruder Detector) which attempts to detect and track UFOs entering the solar system and approaching Earth. There are also ground based detection stations. &lt;br /&gt;
&lt;br /&gt;
Primary interception is performed from Moonbase by manned spacecraft called Interceptors ( or &amp;quot;Moonbase Interceptors&amp;quot; ), operating in on-duty flights of 3. Interceptors are vectored against UFOs using target data from SID, either by the pilots or under telemetric control from Moonbase or SHADO HQ.&lt;br /&gt;
&lt;br /&gt;
Interceptors are each armed with a single large nose-mounted nuclear rocket or missile with which to engage UFOs. This is a one-shot attack per Interceptor. There is a long recovery and rearming time for the Interceptors so if the 3 Interceptors all fail to destroy the UFO, interception has failed.  &lt;br /&gt;
&lt;br /&gt;
The probability of a hit and kill from 3 Interceptors is good, but frequently UFOs will still pass through the Moonbase Interceptor cordon either partially damaged or unscathed (or indeed slip through undetected). At this point SHADO&#039;s second line of defence comes in.&lt;br /&gt;
&lt;br /&gt;
== Air Interception ==&lt;br /&gt;
&lt;br /&gt;
SHADO operates at least one small, high performance interceptor aircraft called Sky One. This aircraft is a small stubby delta-winged single seat fighter armed with short range rapid-firing rocket pods. It has no guided missile armament. Air interception is seen as a last-ditch effort by SHADO and is possibly less effective than space interception, though is generally at an advantage as UFOs begin to deteriorate in earth&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
Sky One is attached to the submarine known as Sky Diver, and essentially makes up the front portion of the sub.&lt;br /&gt;
&lt;br /&gt;
== Submarine Operations ==&lt;br /&gt;
&lt;br /&gt;
SHADO operates at least one advanced submarine, SkyDiver 1, similar to a slightly futuristic nuclear hunter/killer submarine. This vessel is crewed by SHADO personnel (in different uniforms, and female officers do not wear purple wigs) and is also used to investigate UFOs that have crashed or landed underwater. The submarine is comprised of two parts. The main body of the submarine, and Sky One. &lt;br /&gt;
&lt;br /&gt;
SkyDiver&#039;s rated operating depth is around 1200m but it has survived exposure to depths of almost 2000m. &lt;br /&gt;
&lt;br /&gt;
The Sky One interceptor aircraft is launched from the submarine whilst submerged, making Sky One arguably a kind of flying sub. However it is fair to say that SHADO&#039;s underwater operations are limited in comparison  to ground operations. Oh well, maybe in the next war...&lt;br /&gt;
&lt;br /&gt;
== Ground Operations ==&lt;br /&gt;
&lt;br /&gt;
If UFOs pass through SHADO&#039;s air and space interception without being destroyed or detected, which happens quite frequently, SHADO ground forces will move to secure the crash site or landing site. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
SHADO troops are armed with selective-fire rifles that resemble a futuristic version of the contemporary NATO FN SLR, or perhaps a prototype of the SA80 small arm, and are also vaguely similar to the depiction of the X-COM Rifle. Troops are unarmoured, as was typical at the time - again similar to the initial X-COM forces. &lt;br /&gt;
&lt;br /&gt;
SHADO use a man portable rocket launcher with an electronic-visual aiming system and reloadable rounds, very similar to the X-COM Rocket Launcher (though the rounds are smaller). The SHADO Rocket Launcher is capable (with a good hit) of disabling or destroying small UFOs, in this sense it is more powerful than its X-COM equivalent. &lt;br /&gt;
&lt;br /&gt;
SHADO operatives also have advanced semi-automatic pistols at their disposal. These are more often used for covert work, rather than &amp;quot;battlefield&amp;quot; use.&lt;br /&gt;
&lt;br /&gt;
A heavy, but man-portable high explosive pack (very similar to the X-COM High Explosive) is also used on occasion. &lt;br /&gt;
&lt;br /&gt;
SHADO has tranquiliser rifles available but these are used on human targets and not known to be effective versus aliens. &lt;br /&gt;
&lt;br /&gt;
Hand-held stun rods of some type are used by the aliens to capture human victims, but SHADO does not have a similar technology.&lt;br /&gt;
&lt;br /&gt;
=== Transport and Vehicles ===&lt;br /&gt;
&lt;br /&gt;
SHADO troops are transported tactically to UFO sites in tracked armoured personnel carriers called SHADO Mobiles. Strategically the Mobiles are flown into the crash / landing region on advanced-design jet cargo aircraft, called Transporters, but these aircraft are not V/TOL like the X-COM transports. SHADO also operates C/STOL supersonic transports (SSTs), and lunar modules which dock with air-breathing V/TOL aircraft for take off / landing from Earth. SHADO aircraft are flagged as &amp;quot;SHADAIR&amp;quot; - presumably a cover name.  &lt;br /&gt;
&lt;br /&gt;
=== Vehicle Weapons ===&lt;br /&gt;
&lt;br /&gt;
Some SHADO Mobiles are armed with weapon systems such as multiple-launch rocket systems or autocannon / heavy machineguns.&lt;br /&gt;
&lt;br /&gt;
== UFOs ==&lt;br /&gt;
&lt;br /&gt;
UFOs are all (almost all?) of one standard type, a small metallic craft of standard &amp;quot;saucer&amp;quot; shape. They carry a small number of Aliens, probably similar to a Small or Medium Scout in UFO: Enemy Unknown. &lt;br /&gt;
&lt;br /&gt;
UFOs maneuver at supralight speeds. They are tracked by SID at ranges on the order of 75 million miles from earth, typically moving at 8 times the speed of light (SOL), using highly specialised &amp;quot;Utronic&amp;quot; detection equipment developed for SHADO. In the vicinity of the Moon the UFOs decelerate to high sub-light speeds. (It&#039;s unclear how  the Moonbase interceptor craft and weapons, both using some kind of reaction engine, are able to effectively engage spacecraft moving at such speeds. However the UFOs flight paths are highly predictable, so perhaps they have limited ability for lateral evasive action?). &lt;br /&gt;
&lt;br /&gt;
The Earth&#039;s atmosphere forces the UFOs to slow down even further, to much slower speeds, allowing them to be intercepted by supersonic fighter aircraft. As in X-COM, UFOs are vulnerable to conventional explosive air to air missiles.&lt;br /&gt;
&lt;br /&gt;
== Aliens ==&lt;br /&gt;
&lt;br /&gt;
As in X-COM, aliens cannot survive long in Earth atmosphere, but unlike in X-COM they wear spacesuits when on Earth. The identity and appearance of the aliens is a mystery and uncovering it is a major objective of SHADO (see below). Some of the aliens have psionic powers and there may be multiple types of alien (races or perhaps just factions). Some of the aliens are humanoid and can impersonate, or pass for, or possess, humans.  The aliens also act through human collaborators or puppets. As in X-COM, they attempt to subvert government officials and other public figures.&lt;br /&gt;
&lt;br /&gt;
One known activity of the aliens is harvesting of human organs, and it is suggested that some of the humanoid aliens encountered by SHADO may actually be modified, controlled humans and not the actual aliens.&lt;br /&gt;
&lt;br /&gt;
The aliens are more suited to the underwater environment of Earth, and build at least one base under Earth&#039;s seas.&lt;br /&gt;
&lt;br /&gt;
=== Alien Weapons ===&lt;br /&gt;
&lt;br /&gt;
Alien personal weapons seem to be normal firearms or at least projectile weapons of some type, with a slightly lower rate of fire compared to SHADO weapons. Unlike in X-COM the alien personal weapons are not noticeably superior to human weapons.&lt;br /&gt;
&lt;br /&gt;
Alien UFOs are sometimes equipped with an energy weapon of some kind, possibly a laser cannon or plasma cannon.&lt;br /&gt;
&lt;br /&gt;
== SHADO Mission and Objectives ==&lt;br /&gt;
&lt;br /&gt;
On a day to day basis SHADO detects, engages and destroys / secures UFOs and individual aliens encroaching on Earth. It also foils alien plots and schemes on Earth (and the Moon!), using SHADO operatives working undercover. &lt;br /&gt;
&lt;br /&gt;
SHADO must also struggle to ensure it receives sufficient funding to meet its objectives, and to ensure the correct priorities are set by its funders, and that the support of funders continues. &lt;br /&gt;
&lt;br /&gt;
Longer term, SHADO seeks to understand and discover alien intentions, capabilities, and origins, to correctly assess and respond to the alien threat, on behalf of the Earth. The aliens are highly mysterious and discovering information about them is key to SHADO. Capture of specimens, live aliens, or even communication with them, is a highly important objective. The intentions of the aliens remain one of the biggest mysteries. Learning the origin of the aliens, or their staging area for attacks, is also highly important.&lt;br /&gt;
&lt;br /&gt;
== Psionics ==&lt;br /&gt;
&lt;br /&gt;
The aliens show some use of what appear to be subtle (non-physical-affecting) psionic capabilities such as telepathy and mental influence or mind control. This is similar to XCom. Very rare humans (not SHADO operatives) are also shown to have similar abilities, though perhaps not as powerful. There is no physical technology associated with psionics - no Psi Amps etc. There are intensive psychometric test sessions that are used for screening SHADO operatives for mental weakness, and to detect alien mental influence or control after alien contact - perhaps similar to the Psi Labs concept. &lt;br /&gt;
&lt;br /&gt;
One episode, The Psycho Bombs, features humans that are taken under the mind influence of the aliens to infiltrate and destroy SHADO installations. In addition to the mind control, they gain superhuman strength and are turned into bombs that detonate when they come into contact with high voltage electricity.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
While investigating alien technology and motives is a key objective of SHADO, unlike in XCom there is no noticeable technological advance gained by SHADO, with or without analysing alien technology. Apart from the Utronic modules (see above) which allow SHADO to detect UFOs, there are few if any advances in SHADO equipment, and the few examples of advances come from research in the wider technology community of Earth, not from SHADO efforts. For example, SHADO makes use of newly available long range spacecraft to try to gather intelligence on the alien origins. Arguably this is more realistic than in Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
== Victory ==&lt;br /&gt;
&lt;br /&gt;
As just noted, SHADO attempts to send a newly designed unmanned long range spacecraft on a mission back along the departure trajectory of a UFO (after first deliberately allowing the UFO to escape), in an attempt to obtain reconnaisance information on the UFO base or homeworld. This is roughly analogous to the Mars mission in Enemy Unknown (or perhaps the research effort that unlocks it). However, the SHADO mission fails due to a technical problem, at great cost to SHADO in money and lost credibility/prestige.&lt;br /&gt;
&lt;br /&gt;
= Threshold =&lt;br /&gt;
&lt;br /&gt;
The US television series &#039;&#039;Threshold&#039;&#039;, broadcast in the 2000s, is said to have certain similarities with X-COM. It concerns a secret organisation dedicated to investigating and combating an alien threat which is concealed from the public.&lt;br /&gt;
&lt;br /&gt;
= Timothy Good/Robert Lazar =&lt;br /&gt;
&lt;br /&gt;
In 1989 Bob Lazar claimed to have worked as a scientist from 1988 to 1989 in a governmental secret project at the infamous Area 51 where he saw crashed UFOs and an exotic [[Elerium|element-115]] which possessed anti-gravity properties. &lt;br /&gt;
For more information, check Wikipedia&#039;s [http://en.wikipedia.org/wiki/Bob_Lazar article].&lt;br /&gt;
Bob Lazar&#039;s descriptions were published in [http://en.wikipedia.org/wiki/Timothy_Good Timothy Good&#039;s] &#039;&#039;Alien Liaison&#039;&#039; book. If you are interested in reading about some very intriguing UFO cases (based upon official released documents) check his books, especially &#039;&#039;Alien Liaison&#039;&#039; and &#039;&#039;Beyond Top Secret&#039;&#039; (they were also most likely influences for UFO Defense).&lt;br /&gt;
&lt;br /&gt;
= Invaders From Mars =&lt;br /&gt;
&lt;br /&gt;
Another 1950&#039;s science fiction B-movie. Quoting from the Wikipedia&#039;s [http://en.wikipedia.org/wiki/The_Day_the_Earth_Stood_Still_(1951_film) article] on it &#039;&#039;Inside they find a Martian, mostly a large head with strange tentacles, encased in a glassy sphere. The Martian mastermind is served by tall, green, silent humanoid &amp;quot;mutants&amp;quot;&#039;&#039;. Coincidence that it [[Muton|sounds]] [[Cydonia_or_Bust|familiar]]?&lt;br /&gt;
&lt;br /&gt;
= Branton Files =&lt;br /&gt;
&lt;br /&gt;
The Branton Files are a set of conspiracy theories which involved the [[Sectoid|Greys]] and the [[Snakemen|Reptilian]] alien races and an ongoing subvert invasion of Earth by aliens. A link to the documents can be found [http://en.wikipedia.org/wiki/Branton_Files here]&lt;br /&gt;
&lt;br /&gt;
= Starship Troopers =&lt;br /&gt;
&lt;br /&gt;
Power armor in science fiction was first popularized by Robert Heinlein&#039;s [http://en.wikipedia.org/wiki/Starship_Troopers Starship Troopers]&lt;br /&gt;
military science fiction novel. The plot regards Earth defending itself and its colonies from a hostile insectoid alien race, which has a hive mentality and is ruled by &#039;Brains&#039;.&lt;br /&gt;
&lt;br /&gt;
= Online UFO Culture of the early 1990s =&lt;br /&gt;
&lt;br /&gt;
There were plenty of files going around BBS servers at the time. You can read those files at the [http://www.textfiles.com/ufo/ www.textfiles/ufo] site.&lt;br /&gt;
&lt;br /&gt;
= TFTD &amp;amp; Lovecraft =&lt;br /&gt;
&lt;br /&gt;
The author of the literary universe of the Cthulu Mythos and other literary horror works had a deep influence on [[TFTD]]:&lt;br /&gt;
* [[T&#039;leth]] and the mood tone of TFTD are inspired of the [http://en.wikipedia.org/wiki/Cthulhu Mythos Cthulhu Mythos]. Cthulus is described an extraterrestrial monstrous entity that is asleep on the depths of oceans and waiting for the proper star alignment to be brought to life and impose its evil rule on Earth. The UFOPedia&#039;s entry for the final mission even has a reference of T&#039;leth as &#039;&#039;a Lovecraftian nightmare&#039;&#039;.&lt;br /&gt;
* For complete references to the influence of Lovecraft on TFTD check Wikipedia&#039;s  [http://en.wikipedia.org/wiki/List_of_X-COM:_Terror_from_the_Deep_races Terror from the Deep races] page. &lt;br /&gt;
&lt;br /&gt;
= The Kraken Wakes =&lt;br /&gt;
&lt;br /&gt;
Science fiction book written by John Wyndham concerning an alien invasion that comes from the oceans. More info [http://en.wikipedia.org/wiki/The_Kraken_Wakes here].&lt;br /&gt;
&lt;br /&gt;
= Lobster Man From Mars =&lt;br /&gt;
&lt;br /&gt;
There&#039;s a 1989 comedy/horror move featuring a well known [[Lobstermen|Lobster monster]] of [[TFTD]], more info available  [http://en.wikipedia.org/wiki/Lobster_Man_From_Mars here]. Might be a coincidence on the name, might not...&lt;br /&gt;
&lt;br /&gt;
= Invasion of the Body Snatchers =&lt;br /&gt;
&lt;br /&gt;
The Micronoid Aggregate, which is the true antagonist of X-COM Apocalypse, was possibly based on the Pod People from the 1956 Film, Invasion of the Body Snatchers. They are both Extraterrestrial Parasites that depend on the assimilation of other species and the consumption of their resources for their own survival.&lt;br /&gt;
&lt;br /&gt;
= Judge Dredd =&lt;br /&gt;
The XCOM Apocalypse city of Mega-Primus bears some resemblance to Judge Dredd&#039;s dystopian megalopolis city-state called &amp;quot;Mega-City One&amp;quot;. The elite Street Judges that patrol the city are armed with a standard issue series of handguns known as the &amp;quot;Lawgiver&amp;quot;, likely the namesake of the Megapol Lawpistol.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Sightings in other fandoms]]&lt;br /&gt;
*[[Realistic Equivalents]]&lt;br /&gt;
*[[Rank]]&lt;br /&gt;
*[[Craft]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Equipment]]&lt;br /&gt;
*[[UFOs]]&lt;br /&gt;
*[[Alien Life Forms|Aliens]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Realistic_Equivalents&amp;diff=89105</id>
		<title>Realistic Equivalents</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Realistic_Equivalents&amp;diff=89105"/>
		<updated>2019-04-16T00:35:31Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Vehicles &amp;amp; Armament */ Updated dead link for An-72&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Realistic equivalents from military and other sources, to add impact to your fanfiction.&lt;br /&gt;
&lt;br /&gt;
== [[Weapons]] ==&lt;br /&gt;
&lt;br /&gt;
*[[Rifle]] - The advanced [http://remtek.com/arms/hk/mil/g36/g36.htm  HK G36] was discussed but it could really be any modern battle rifle. For example, the older, heavier 7.62mm H&amp;amp;K G3, FN FAL, M14. But more likely, given the relatively low hitting power (compared to the Pistol), a lower calibre burst-mode assault rifle like the [http://en.wikipedia.org/wiki/M4_carbine 5.56mm M4] with a 20-rd STANAG magazine (rather than the more typical 30-rd). &lt;br /&gt;
&lt;br /&gt;
*[[Pistol]] - SOCOM use .45 ACP, aka [http://remtek.com/arms/hk/civ/mark23/mark23.htm HK MK23]. Very similar to the game pistol in magazine capacity and power (compared to the game rifle, anyway).&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]] - The [http://en.wikipedia.org/wiki/XM29_OICW  XM29] and [http://en.wikipedia.org/wiki/XM25  XM25] semi-automatic 20mm grenade launcher projects underway in the late 1990s could possibly have delivered prototypes to XCom - prototypes modified to enable burst mode and increased-size (rotary) magazine. Another candidate would be a lighter version of the 12-rd [http://en.wikipedia.org/wiki/Hawk_MM-1 Hawk MM-1] revolver grenade launcher, modified for burst mode. Or perhaps XCom tapped Russian quartermasters for the selective-fire 30mm [http://world.guns.ru/grenade/gl22-e.htm AGS-30] grenade launcher, brand new in 1999, a massive weapon but just about man-portable with 29 rounds. With only 14 rds loaded, maybe a strong soldier could fire from the hip.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]] - [http://en.wikipedia.org/wiki/Milkor_MGL  MGL-MK1], 6-shot revolver 40mm [http://world.guns.ru/grenade/gl14-e.htm grenade launcher], with HE, AP, and IN grenades. See also Russia&#039;s [http://world.guns.ru/grenade/gl16-e.htm RG-6 (6G30)]. Another alternative is the [http://en.wikipedia.org/wiki/Barrett_XM109 XM109] anti-materiel weapon, firing 25mm grenades, with an extended 6-rd magazine. &lt;br /&gt;
&lt;br /&gt;
*[[Rocket Launcher]] - The 84mm [http://en.wikipedia.org/wiki/Carl_Gustav_recoilless_rifle Carl Gustav] [http://www.globalsecurity.org/military/systems/ground/m3-maws.htm (M3 MAAWS)] or 83.5mm [http://en.wikipedia.org/wiki/Shoulder-launched_Multipurpose_Assault_Weapon MK153 SMAW] reloadable squad-level assault rocket launchers. &lt;br /&gt;
&lt;br /&gt;
*Laser weapons - no modern equivalent. [http://www.cndyorks.gn.apc.org/yspace/articles/battlelaser.htm General Electric]?&lt;br /&gt;
&lt;br /&gt;
*Plasma weapons - here are a few [http://en.wikipedia.org/wiki/Plasma_rifle promising theories], especially [http://en.wikipedia.org/wiki/Plasma_channel &amp;quot;plasma channels&amp;quot;.]&lt;br /&gt;
&lt;br /&gt;
== [[Craft Armaments]] ==&lt;br /&gt;
&lt;br /&gt;
*[[Cannon]] - The M61 20mm Vulcan was the standard air to air cannon of the period. The more advanced GAU-12 Equalizer is perhaps a closer equivalent. &lt;br /&gt;
&lt;br /&gt;
*[[Stingray]] - The [http://en.wikipedia.org/wiki/AIM-7_Sparrow AIM-7C/D Sparrow] has the closest equivalent range at 32km.&lt;br /&gt;
&lt;br /&gt;
*[[Avalanche]] - The [http://en.wikipedia.org/wiki/AIM-120_AMRAAM AIM-120D AMRAAM] has the closest equivalent range at 64km.&lt;br /&gt;
&lt;br /&gt;
== Equipment &amp;amp; Explosives ==&lt;br /&gt;
&lt;br /&gt;
*[[Medi-Kit]] - Stimulants and painkillers aside, [http://www.hemcon.com/ Chitosan] battlefield bandages clot severe bleeding wounds instantly.  (Secret ingredients: ground shrimp shells and vinegar. From Slashdot.) Also [http://www.simplerlife.com/quikclot.html QuikClot]. No need for nanites! Stimulants - In real life the Air Force gives its pilots amphetamines in order to keep them awake, I&#039;m sure that the medi-kit would use something similar.&lt;br /&gt;
&lt;br /&gt;
*[[Electro-flare]] - Invented because burning flares would set fires. Used as [http://www.uai.ca/sales/images/meprolight/electroflare.htm emergency road markers] or [http://www.uai.ca/sales/images/bartan/lightgrenade.htm Electric Light Grenade]&lt;br /&gt;
&lt;br /&gt;
*[[Grenade]] - Standard M67 fragmentation grenade. Note the nearest thing to our timer is &amp;quot;cook-off&amp;quot; time. Electronic fuses are possible and reliable. &lt;br /&gt;
&lt;br /&gt;
*[[Proximity Grenade]] - no equivalent. Claymore tripwires and ultrasonic sensors are possible. [http://www.fas.org/man/dod-101/sys/land/slam.htm &amp;quot;SLAM Mine&amp;quot;] appeared in Splinter Cell as the Wall Mine.&lt;br /&gt;
&lt;br /&gt;
*[[High Explosive]] - M183, 20lb C4 satchel charges.&lt;br /&gt;
*[[Stun Bomb]] - Possibly an advanced version of [http://www.pepperball.com/faqs.asp Pepperballs]. Other than the fact that the stun bomb causes an explosion which knocks units UNCONSCIOUS, and effects units that do not possess eyes or respiratory systems... even inorganic units for that matter. Anyhow, this is an item of alien technology, and should not have an earth equivalent.&lt;br /&gt;
*[[Stun Rod]] - Cattle prod or Taser. Not much call for this item in real life since Tasers, Rubber Bullets and Tranquiliser Darts have better range.&lt;br /&gt;
*[[Power Suit]] - has arrived! The [http://en.wikipedia.org/wiki/HAL_5 Hybrid Assistive Limb] is available for rent in Japan for $1500 a month. All that is missing are the [[Alien Alloys]] to reinforce it and a [[UFO Power Source]] to power it for extended periods of time. The US&#039; SARCOS Experiments ( http://www.youtube.com/watch?v=sJ4J69EEpu4 ) also seem a likely case.&lt;br /&gt;
&lt;br /&gt;
== Vehicles &amp;amp; Armament ==&lt;br /&gt;
&lt;br /&gt;
*[[Tank/Cannon]] - M242 Chain Gun, 25mm, [http://www.sfu.ca/casr/101-m242.htm &amp;quot;Bushmaster&amp;quot;] mounted on a small tracked robot. &lt;br /&gt;
&lt;br /&gt;
Or something larger, like an [http://www.magnatrac.com/ electric mini bulldozer]. &lt;br /&gt;
&lt;br /&gt;
*[[Tank/Rocket Launcher]] - [http://www.inetres.com/gp/military/infantry/flame/M202.html M202 &amp;quot;Flash&amp;quot; Quad Launcher], 66mm. (2 per turret @ 4 shots each) Originally developed to disperse incendiaries but fits M-72 LAW rounds, apparently. &lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] fighter - USAF Lockheed [http://www.geocities.com/nicscics/YF22.htm F-22 Raptor] scheduled for release 2004 will replace the F-15.  [http://en.wikipedia.org/wiki/F-35_Lightning_II F-35 Lightning II] hit production 2006. However, even as of 2012 none of the modern day interceptor craft has nearly the effective range of the ones in X-Com. Though possibly more in line with the Russian Mikoyan MiG-31 as the Interceptor is depicted as being able to catch up with most small alien craft; the MiG-31&#039;s top speed is Mach 2.83 at high altitude which is faster than almost all western fighters with only the American F-15C being able to catch up with it. And like the Interceptor, the MiG-31 has shielded avionics. &lt;br /&gt;
&lt;br /&gt;
*[[Firestorm]] wingless aircraft - possibly the (as of 2009) experimental [http://www.scientificamerican.com/article.cfm?id=worlds-first-flying-saucer Wingless Electromagnetic Air Vehicle] under development at NASA. Movement and steering is done through an aerial version of magnetohydrodynamics, using charged plasma to repel air away from the craft&#039;s surface into the opposite direction - essentially an aircraft with no wings or moving parts. Due to the nature of the propulsion system, it would be unable to function in space though. Lead researcher confirmed the prototype&#039;s shape to be saucer.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] transport - [http://de.wikipedia.org/wiki/Dornier_Do_31 DO-31 VSTOL Transporter], [https://en.wikipedia.org/wiki/Antonov_An-72 Anotov AN-72] (Cadmus) or [http://en.wikipedia.org/wiki/V-22_Osprey|Osprey CV-22] have the right size and range. &lt;br /&gt;
&lt;br /&gt;
The german Do-31 concept was intended as a combat zone transporter carrying up to 36 fully equipped troops over a mission radius of about 900 km. It had the ability of taking off and landing vertically with the help of wing mounted engine pods and was able to land on unprepared surfaces. Two flying prototypes were built in Germany during the 1960s.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Payload considerations have also been a sore point with the CV-22. Planners will have to take into consideration its reduced cabin volume and lift capacity. Not only does it carry fewer troops (18 vs 27), it is also incapable of transporting any of the armored, wheeled vehicles currently used by SOF teams. Procurement of a new vehicle is still pending...&amp;quot;&lt;br /&gt;
CV-22 Tiltrotor Osprey compared to Pavelow helicopter in Special Forces deployments, 1 June 1998. Could that new vehicle be [[Heavy Weapons Platforms|HWP]]-sized?&lt;br /&gt;
&lt;br /&gt;
== Unit size, speed, game turn length, etc. ==&lt;br /&gt;
&lt;br /&gt;
See Danial&#039;s interesting [[User_talk:Danial|page]] on various game measurements compared to real life. &#039;&#039;(If anyone wants to dive into this deeper, make a new page, copy his stuff over, and have a link at the top of the new page giving kudos back to Danial&#039;s page... due to the fact it&#039;s &#039;&#039;&#039;his&#039;&#039;&#039; page, it&#039;s not really a place for public revision.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is also a [[Talk:Craft|discussion]] taking place on the speeds of aircraft and UFOs.&lt;br /&gt;
&lt;br /&gt;
== Elerium-115 ==&lt;br /&gt;
&lt;br /&gt;
After solving both the [[wikipedia:Barometric equation|Barometric equation]], the [[wikipedia:Drag formula|Drag formula]] and [[wikipedia:Einstein|Einsteins]] [[wikipedia:Mass-energy equivalence|mass-energy equivalence]] equation we arrive at the mass of a unit of Elerium-115 being approximately 2.13 grams.&lt;br /&gt;
&lt;br /&gt;
Terror Ships have 4 reactors with 50 units of Elerium-115 each. If all the E-115 in the reactor detonated at once, it would have an explosive force of about 2.3 megatons. This value is almost exactly the size of two [[wikipedia:B83 nuclear bomb|US B83 thermonuclear devices]] at their maximum yield.  (It is highly unlikely that 100% of the E-115 in the reactor would detonate in this way we would need to assume a figure for the amount of E-115 that goes into an uncontrolled reaction - or estimate the amount based on the displayed blast radius.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if the reactor&#039;s are 99% efficient (as stated in the UFOpaedia) because to achieve nearly complete reaction of Elerium requires a certain catalyst? That would also explain why the Elerium in the reactors didn&#039;t detonate with such force, the alien Engineers having removed the catalyst to prevent the unstable reaction.&amp;quot; -[[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
There are some interesting armchair conjectures on the power contained in Elerium, both on the [[Elerium-115#How_much_Elerium_is_.E2.80.9E1_Elerium.E2.80.9C.3F|Elerium-115]] page, and on its [[Talk:Elerium-115|Discussion]] page.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Considering that E-115 is supposed to provide a stable anti-matter reaction and a unique form of propulsion, the price of a gram of this element would be enough to fund the X-COM project for decades.  Current projections are that a gram of anti-matter would cost about $&#039;&#039;&#039;63 Trillion&#039;&#039;&#039; USD. Californium-252, which is used to help start up nuclear reactors, cost about $27 million USD per gram.&#039;&#039;&lt;br /&gt;
:: This argument can also be used to justify the appearance of credits in the new game, otherwise XCOM would be the richest organization on Earth - it could just make an auction and sell Elerium or Sectoid bodies to the highest bidder and everyone would want access to the new tech. As Vahlen says: &#039;&#039;To think, this single element has the potential to change the entire economic structure of Earth&#039;s energy industry.&#039;&#039; and if you&#039;re control the Elerium source then you&#039;ve just become the major energy player in the whole world. [[User:Hobbes|Hobbes]] 14:02, 3 March 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patrones_de_movimiento_de_los_Alien&amp;diff=26837</id>
		<title>Patrones de movimiento de los Alien</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patrones_de_movimiento_de_los_Alien&amp;diff=26837"/>
		<updated>2010-01-04T12:18:16Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Los Patrones de Movimiento de los Alien (rutas) están directamente relacionados con los [Lugares de Aparición]. Pese a que los mapas son generados al azar, cada modulo (especialmente los que tienen puertas), tienen puntos de patrullaje definidos. Los Alienigenas seguirán una ruta por estos puntos hasta que vean al enemigo. Luego, la [[Formula de Agresión]] se hace cargo&lt;br /&gt;
&lt;br /&gt;
== Guardias ==&lt;br /&gt;
&lt;br /&gt;
Hay métodos seguros de enfrentar a casi cualquier UFO. En algunos casos, probablemente debido a otro Alien ocupando otro punto en la ruta, los guardias no se moverán hasta que ese punto se despeje, o hagan contacto. En general, se moverán en la dirección general de el soldado mas cercano.&lt;br /&gt;
&lt;br /&gt;
Por ejemplo: el [[Scout Grande]] puede ocasionalmente tener una sorpresa desagradable, dependiendo de la posición donde los Alien aparecen. Cuando las tropas se dirigen al puente de mando, utilice el camino de la izquierda, en lugar de el mas obvio a la derecha, donde un guardia suele estar pronto a disparar tan pronto como un soldado cruza la puerta.&lt;br /&gt;
&lt;br /&gt;
Espere en la esquina en frente a la puerta de la izquierda, mientras los Alien se aproximan. Para el siguiente turno, estos deberán estar en la habitación contigua, exhaustos e incapaces de reaccionar.&lt;br /&gt;
&lt;br /&gt;
Otros UFOs pueden requerir de armas mas potentes para encargarse de estos guardias. El [[Abductor]], por ejemplo, tiene un guardia esperando en el centro de el puente de mando. Puede ser posible forzarlo a mirar hacia otro lado acercando a un soldado tanto como sea posible (en otra habitación), y terminando el turno. Otras posibilidades son usar el [[Plasma Pesado]] para hacer un agujero en el piso o la parte trasera de el puente, usar granadas de humo en la puerta, o dispara con armas explosivas desde el piso inferior.&lt;br /&gt;
&lt;br /&gt;
== Forzandolos a salir ==&lt;br /&gt;
&lt;br /&gt;
Pruebas recientes sugieren que Aliens pueden permanecer en un lugar fijo dentro de el UFO en &amp;quot;modo agresivo&amp;quot; contra un soldado en particular. Mientras este ultimo no se mueva, el Alien tampoco lo hará. Para forzarlo a dejar esa posición, intente mover todas las tropas, una a la vez, manteniendo la salida cubierta, en caso que el Alien salga.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tácticas]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patrones_de_movimiento_de_los_Alien&amp;diff=26836</id>
		<title>Patrones de movimiento de los Alien</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patrones_de_movimiento_de_los_Alien&amp;diff=26836"/>
		<updated>2010-01-04T12:17:39Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: New page: Los Patrones de Movimiento de los Alien (rutas) están directamente relacionados con los [Lugares de Aparición]. Pese a que los mapas son generados al azar, cada modulo (especialmente los...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Los Patrones de Movimiento de los Alien (rutas) están directamente relacionados con los [Lugares de Aparición]. Pese a que los mapas son generados al azar, cada modulo (especialmente los que tienen puertas), tienen puntos de patrullaje definidos. Los Alienigenas seguirán una ruta por estos puntos hasta que vean al enemigo. Luego, la [[Formula de Agresión]] se hace cargo&lt;br /&gt;
&lt;br /&gt;
== Guardias ==&lt;br /&gt;
&lt;br /&gt;
Hay métodos seguros de enfrentar a casi cualquier UFO. En algunos casos, probablemente debido a otro Alien ocupando otro punto en la ruta, los guardias no se moverán hasta que ese punto se despeje, o hagan contacto. En general, se moverán en la dirección general de el soldado mas cercano.&lt;br /&gt;
&lt;br /&gt;
Por ejemplo: el [[Scout Grande]] puede ocasionalmente tener una sorpresa desagradable, dependiendo de la posición donde los Alien aparecen. Cuando las tropas se dirigen al puente de mando, utilice el camino de la izquierda, en lugar de el mas obvio a la derecha, donde un guardia suele estar pronto a disparar tan pronto como un soldado cruza la puerta.&lt;br /&gt;
&lt;br /&gt;
Espere en la esquina en frente a la puerta de la izquierda, mientras los Alien se aproximan. Para el siguiente turno, estos deberán estar en la habitación contigua, exhaustos e incapaces de reaccionar.&lt;br /&gt;
&lt;br /&gt;
Otros UFOs pueden requerir de armas mas potentes para encargarse de estos guardias. El [[Abductor]], por ejemplo, tiene un guardia esperando en el centro de el puente de mando. Puede ser posible forzarlo a mirar hacia otro lado acercando a un soldado tanto como sea posible (en otra habitación), y terminando el turno. Otras posibilidades son usar el [[Plasma Pesado]] para hacer un agujero en el piso o la parte trasera de el puente, usar granadas de humo en la puerta, o dispara con armas explosivas desde el piso inferior.&lt;br /&gt;
&lt;br /&gt;
== Destrabando Guardias ==&lt;br /&gt;
&lt;br /&gt;
Pruebas recientes sugieren que Aliens pueden permanecer en un lugar fijo dentro de el UFO en &amp;quot;modo agresivo&amp;quot; contra un soldado en particular. Mientras este ultimo no se mueva, el Alien tampoco lo hará. Para forzarlo a dejar esa posición, intente mover todas las tropas, una a la vez, manteniendo la salida cubierta, en caso que el Alien salga.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tácticas]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agents_Stats_(Apocalypse)&amp;diff=26831</id>
		<title>Talk:Agents Stats (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agents_Stats_(Apocalypse)&amp;diff=26831"/>
		<updated>2010-01-04T10:44:06Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: New section: Bravery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmm, has anyone tried training your accuracy by standing over an alien or two with a pair of stun guns and repeatedly stunning them when they wake up?  I&#039;m not sure what differences there are between the experience system in Apocalypse and the first two games, but if it is the same as explained [[Firing_Accuracy|here]], then you could make sure each soldier gets in 11 hits for an average of a 4 point increase.  Granted this is abusing the system, but it might be helpful if you wanted to conquer Impossible. [[User:Captain Foo|Captain Foo]] 12:31, 29 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:That article is written for UFO:Enemy Unknown(and works also for Terror From The Deep, as it uses the same engine).  It is completely irrelevant in regards to Apocalypse, and in fact is likely dead wrong, given that Apoc was whole cloth. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:48, 29 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: The fact that hitting things increases accuracy still holds true does help. Then again, you don&#039;t have to wait for the alien to wake up. Just shift-click their bodies to repeatedly hit them. Or heck, go on a stun-raid and zap hapless rent-a-cops to your hearts content. I find that you don&#039;t have to put very much effort into training accuracy at all. Just get up close and unleash a weapon like a pair of M4000s or Lawpistols on full auto for a couple of missions, and your accuracy will shoot up naturally. Or I suppose a month or two of uninterrupted (i.e. no health loss) training in the combat gym will do that too. I&#039;m guessing increased hits does equate to increased accuracy improvements in general, but how much is needed or how much is progressed may very well have different mechanics involved. -[[User:NKF|NKF]] 14:22, 29 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::: Hmm... I&#039;ve been trying out stun raids lately.  It seems if you really wanted to be cheap, you could stun a large group of the guards, leave your squad standing over them to keep stunning them, and go watch TV for a bit.  Wash, rinse and repeat for more experience.&lt;br /&gt;
&lt;br /&gt;
::: Occasionally you hit your own guys though.  I wonder if friendly fire counts towards experience. :)  [[User:Captain Foo|Captain Foo]] 10:16, 30 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Bravery ==&lt;br /&gt;
&lt;br /&gt;
According to the entry on [[Bravery]] (and my experience in the game), it can never exceed 100.&lt;br /&gt;
Did I miss something, or should we edit the table?&lt;br /&gt;
[[User:Diegoba|diegoba]] 05:44, 4 January 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23114</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23114"/>
		<updated>2009-10-17T17:04:16Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Utility Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recuperación / Asalto===&lt;br /&gt;
Una base de Asalto tiene al menos un [[Hangar]] ocupado por alguno de los tres tipos de transportes de tropas.&lt;br /&gt;
&lt;br /&gt;
Las misiones de Recuperación o Asalto pueden lanzarse desde cualquier punto del globo. Sin embargo, un UFO aterrizado puede despegar antes que el transporte de Asalto llegue al lugar. La mayoría de los UFOs aterrizaran 2 veces o ninguna. Aquellos que lo hagan, permanecerán en el teatro de operaciones entre 6 y 10 horas. Para estimar el alcance efectivo, asigne un &amp;quot;punto de ruta&amp;quot; al otro lado del mundo al transporte, y vea que tan lejos llega en 8 horas. Ese sera el aproximadamente el alcance efectivo, aunque puede verse obligado a misiones nocturnas. Esto podría evitarse despegando desde una base mas cercana.&lt;br /&gt;
&lt;br /&gt;
Si localiza una [[Base Alien|base]] de una raza débil, puede ser conveniente instalar una Base de Asalto cerca, para atacar las [[Nave de Suministros|Naves de Suministros]] regularmente.&lt;br /&gt;
&lt;br /&gt;
De los tres tipos de transportes, el [[Skyranger]] y el [[Avenger]] tienen un alcance tremendo, el primero lo combina con un tiempo de patrullaje insuperable, y el segundo una gran aceleración. El [[Lightning]] sin embargo, tiene corto alcance operativo, pero, al igual que el Avenger, puede usarse también como interceptor.&lt;br /&gt;
&lt;br /&gt;
==Bases Utilitarias==&lt;br /&gt;
&lt;br /&gt;
Las Bases Utilitarias cumplen una tarea especifica. Deposito de suministros, Centro de Investigación, Fabrica, y [[Laboratorio Psionico|Centro de entrenamiento Psionico]] son algunas de las tareas comunes. También existen las bases de señuelo (vacías).&lt;br /&gt;
&lt;br /&gt;
Cuando una base se dedica enteramente a una o dos funciones, todos los recursos pueden aprovecharse en un esfuerzo concentrado. Suelen usarse en pequeños números para proporcionar capacidades adicionales a otras bases. &lt;br /&gt;
&lt;br /&gt;
Se pueden construir bases vacías cerca de otras bases ya existentes para utilizarlas como señuelos para misiones de ataque alienigena. Cuantas mas bases estén en un área cercana, mejores las posibilidades de que el ataque se decida por la base equivocada. Debido a su naturaleza temporal, y a el limite de cantidad de bases, los señuelos pueden ser desafectadas rápidamente para poder crear nuevas bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23113</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23113"/>
		<updated>2009-10-17T16:44:27Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Utility Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recuperación / Asalto===&lt;br /&gt;
Una base de Asalto tiene al menos un [[Hangar]] ocupado por alguno de los tres tipos de transportes de tropas.&lt;br /&gt;
&lt;br /&gt;
Las misiones de Recuperación o Asalto pueden lanzarse desde cualquier punto del globo. Sin embargo, un UFO aterrizado puede despegar antes que el transporte de Asalto llegue al lugar. La mayoría de los UFOs aterrizaran 2 veces o ninguna. Aquellos que lo hagan, permanecerán en el teatro de operaciones entre 6 y 10 horas. Para estimar el alcance efectivo, asigne un &amp;quot;punto de ruta&amp;quot; al otro lado del mundo al transporte, y vea que tan lejos llega en 8 horas. Ese sera el aproximadamente el alcance efectivo, aunque puede verse obligado a misiones nocturnas. Esto podría evitarse despegando desde una base mas cercana.&lt;br /&gt;
&lt;br /&gt;
Si localiza una [[Base Alien|base]] de una raza débil, puede ser conveniente instalar una Base de Asalto cerca, para atacar las [[Nave de Suministros|Naves de Suministros]] regularmente.&lt;br /&gt;
&lt;br /&gt;
De los tres tipos de transportes, el [[Skyranger]] y el [[Avenger]] tienen un alcance tremendo, el primero lo combina con un tiempo de patrullaje insuperable, y el segundo una gran aceleración. El [[Lightning]] sin embargo, tiene corto alcance operativo, pero, al igual que el Avenger, puede usarse también como interceptor.&lt;br /&gt;
&lt;br /&gt;
==Bases Utilitarias==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23112</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=23112"/>
		<updated>2009-10-17T16:44:03Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Recuperación / Asalto */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recuperación / Asalto===&lt;br /&gt;
Una base de Asalto tiene al menos un [[Hangar]] ocupado por alguno de los tres tipos de transportes de tropas.&lt;br /&gt;
&lt;br /&gt;
Las misiones de Recuperación o Asalto pueden lanzarse desde cualquier punto del globo. Sin embargo, un UFO aterrizado puede despegar antes que el transporte de Asalto llegue al lugar. La mayoría de los UFOs aterrizaran 2 veces o ninguna. Aquellos que lo hagan, permanecerán en el teatro de operaciones entre 6 y 10 horas. Para estimar el alcance efectivo, asigne un &amp;quot;punto de ruta&amp;quot; al otro lado del mundo al transporte, y vea que tan lejos llega en 8 horas. Ese sera el aproximadamente el alcance efectivo, aunque puede verse obligado a misiones nocturnas. Esto podría evitarse despegando desde una base mas cercana.&lt;br /&gt;
&lt;br /&gt;
Si localiza una [[Base Alien|base]] de una raza débil, puede ser conveniente instalar una Base de Asalto cerca, para atacar las [[Nave de Suministros|Naves de Suministros]] regularmente.&lt;br /&gt;
&lt;br /&gt;
De los tres tipos de transportes, el [[Skyranger]] y el [[Avenger]] tienen un alcance tremendo, el primero lo combina con un tiempo de patrullaje insuperable, y el segundo una gran aceleración. El [[Lightning]] sin embargo, tiene corto alcance operativo, pero, al igual que el Avenger, puede usarse también como interceptor.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22876</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22876"/>
		<updated>2009-10-03T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Review #4 by Diegoba */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22875</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22875"/>
		<updated>2009-10-03T17:14:06Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* X-COM Complete Packages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22870</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22870"/>
		<updated>2009-10-02T18:46:51Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recuperación / Asalto===&lt;br /&gt;
Una base de Asalto tiene al menos un [[Hangar]] ocupado por alguno de los tres tipos de transportes de tropas.&lt;br /&gt;
&lt;br /&gt;
Las misiones de Recuperación o Asalto pueden lanzarse desde cualquier punto del globo. Sin embargo, un UFO aterrizado puede despegar antes que el transporte de Asalto llegue al lugar. La mayoría de los UFOs aterrizaran 2 veces o ninguna. Aquellos que lo hagan, permanecerán en el teatro de operaciones entre 6 y 10 horas. Para estimar el alcance efectivo, asigne un &amp;quot;punto de ruta&amp;quot; al otro lado del mundo al transporte, y vea que tan lejos llega en 8 horas. Ese sera el aproximadamente el alcance efectivo, aunque puede verse obligado a misiones nocturnas. Esto podría evitarse despegando desde una base mas cercana.&lt;br /&gt;
&lt;br /&gt;
Si localiza una [[Base Alien|base]] de una raza débil, puede ser conveniente instalar una Base de Asalto cerca, para atacar las [[Nave de Suministros|Naves de Suministros]] regularmente.&lt;br /&gt;
&lt;br /&gt;
De los tres tipos de transportes, el [[Skyranger]] y el [[Avenger]] tienen un alcance tremendo, el primero lo combina con un tiempo de patrullaje insuperable, y el segundo una gran aceleración. El [[Lightning]] sin embargo, tiene corto alcance operativo, pero tal como el Avenger, puede usarse también como interceptor.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22869</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22869"/>
		<updated>2009-10-02T18:23:15Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Recovery/Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recuperacion / Asalto===&lt;br /&gt;
Una base de Asalto tiene al menos un [[Hangar]] ocupado por alguno de los tres tipos de transportes de tropas.&lt;br /&gt;
&lt;br /&gt;
Las misiones de Recuperacion o Asalto pueden lanzarse desde cualquier punto del globo. Sinembargo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22826</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22826"/>
		<updated>2009-09-19T13:44:03Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Intercepcion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Las Bases de Intercepcion son Bases de Detección con la adicion de al menos un [[Hangar]] dedicado a cazas. Una guarnicion suele alojarse para defender el caza y sus suministros.&lt;br /&gt;
&lt;br /&gt;
El como usar estas bases para enfrentar los UFOs dependera del tipo de cazas alojados en las mismas, ya que la velocidad y alcance operacional de estos varia considerablemente. De cualquier modo, una buena red de Bases de Intercepcion a nivel mundial permitira atacar cualquier UFO que entre a la atmosfera.&lt;br /&gt;
&lt;br /&gt;
En general, es mejor esperar a que el UFO llegue a su area de destino operacional antes de lanzar el ataque si los cazas disponibles son lentos o de corto alcance.&lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22825</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22825"/>
		<updated>2009-09-19T13:33:56Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administración de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posibilidades de detección en intercepción de UFOs, agregar los módulos requeridos para satisfacer las necesidades operativas, y ubicar esos módulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideración.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperación]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detección===&lt;br /&gt;
Bases de detección son aquellas que tienen al menos una instalación de radar, también llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoría de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros módulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen fácil de remplazar en caso de ser destruidas en un ataque de retribución.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. Si uno pasa a traves del area de cobertura en el intervalo entre búsquedas del radar, no sera detectado. Mas bases implican mejores posibilidades de detectar estos UFOs mientras pasan a distintas areas de cobertura. Una vez que a sido detectado, permanecerá visible mientras se mantenga dentro de cualquier alcance del radar. Este es considerablemente amplio; una base en el norte de E.E.U.U. puede mantener el seguimiento de un UFO hasta la costa norte de Venezuela, por ejemplo. Con varias bases ubicadas en posiciones clave, podra detectar la mayoría de los UFOs.&lt;br /&gt;
&lt;br /&gt;
Debido al &amp;quot;bug&amp;quot; de [[Errores conocidos#Pagar por tierra|pagar por tierra]], no tiene sentido vender los viejos radares a menos que el espacio sea inmediatamente reutilizado por otro modulo.&lt;br /&gt;
&lt;br /&gt;
Por mas información sobre radares en general, vea [[Detección de UFOs]].&lt;br /&gt;
&lt;br /&gt;
===Intercepcion===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22750</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22750"/>
		<updated>2009-09-11T18:24:41Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Deteccion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administracion de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posiblidades de deteccion en intercepcion de UFOs, agregar los modulos requeridos para satisfacer las nececidades operativas, y ubicar esos modulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideracion.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperacion]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deteccion===&lt;br /&gt;
Bases de deteccion son aquellas que tienen al menos una instalacion de radar, tambien llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoria de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros modulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que suelen estar en los almacenes las hacen facil de remplazar en caso de ser destruidas en un ataque de retribucion.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. &lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. This range is quite large; a base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22749</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22749"/>
		<updated>2009-09-11T18:23:01Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administracion de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posiblidades de deteccion en intercepcion de UFOs, agregar los modulos requeridos para satisfacer las nececidades operativas, y ubicar esos modulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideracion.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura para misiones de [[Asalto terrestre a UFO|asalto]] o [[Recuperación de UFO derribado|recuperacion]] de UFOs es la menos importante. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deteccion===&lt;br /&gt;
Bases de deteccion son aquellas que tienen al menos una instalacion de radar, tambien llamadas &amp;quot;puestos de vigilancia&amp;quot;. La mayoria de las bases comienzan asi, y a medida que los fondos lo permitan, evolucionaran al agregarse otros modulos.&lt;br /&gt;
&lt;br /&gt;
Estas bases suelen tienen un [[Ascensor]], un radar (de cualquier tipo) y poco mas. El bajo costo de estas bases, y los pocos objetos de valor que estan en los almacenes las hacen facil de remplazar en caso de ser destruidas en un ataque de retribucion.&lt;br /&gt;
&lt;br /&gt;
Un puesto de vigilancia da posibilidades decentes de detectar UFOs que esten operando en el area. &lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. This range is quite large; a base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]]. &lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22748</id>
		<title>Administración de Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Administraci%C3%B3n_de_Bases&amp;diff=22748"/>
		<updated>2009-09-11T18:04:00Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: New page: &amp;#039;&amp;#039;&amp;#039;Administracion de Bases&amp;#039;&amp;#039;&amp;#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases e...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administracion de Bases&#039;&#039;&#039;, la habilidad ubicar mantener y defender las bases de  el X-COM es una de las mas necesarias para combatir la amenaza Alien. Esto incluye emplazar las bases en lugares adecuados para maximizar las posiblidades de deteccion en intercepcion de UFOs, agregar los modulos requeridos para satisfacer las nececidades operativas, y ubicar esos modulos para dar una ventaja a las fuerzas defensivas en caso de ataque.&lt;br /&gt;
&lt;br /&gt;
==Buscando Cobertura Global==&lt;br /&gt;
Tres tipos de cobertura deben tenerse en consideracion.&lt;br /&gt;
&lt;br /&gt;
*Cobertura de [[Detección de UFOs]] por radar / hyperonda es la primera y la mas importante al decidir donde emplazar las bases. &lt;br /&gt;
*Cobertura para la [[Interceptación de UFO]]s es la segunda, y de importancia considerable, sobretodo al usar [[Firestorm]]s.&lt;br /&gt;
*Cobertura &lt;br /&gt;
&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. &lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. This range is quite large; a base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]]. &lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
Base placement is often dictated by four factors: amount of country funding, coverage of funding countries, cost of base placement and finally terrain. &lt;br /&gt;
&lt;br /&gt;
When deciding by the amount of country funding, the United States is the highest payer and this often makes it a high priority location to build a primary or secondary base. &lt;br /&gt;
&lt;br /&gt;
When deciding by coverage of funding counters, large clusters of countries such as those located in Europe/North Africa or more moderate clusters like eastern Russia/Asia/Australia make for common first/second base areas. Though each country doesn&#039;t pay much, the concentration and the potential number of fund increases can prove to be highly rewarding. &lt;br /&gt;
&lt;br /&gt;
Cost of base placement. The access lift for your first base is free, but all subsequent bases will have varying costs attached to them depending on the zone they are built in. &lt;br /&gt;
&lt;br /&gt;
Finally, terrain. This primarily affects assault bases. When placing an assault base, you may prefer to have it in an area with plenty of terrain that you are most comfortable fighting in so combat will be on your terms. For example, if you find that you fight better with dense cover, the jungle areas such as those in South America would prove to be most ideal. If you prefer wide open combat, deserts or polar caps will provide adequate cover. If you love farm-land combat, Europe has a disproportionately high amount of farms. So on and so forth. Placement by terrain only applies to local missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spacing == &lt;br /&gt;
&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personnel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 375+ technical jobs to fill but only enough room to house 200 staff. &lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit_(TFTD)&amp;diff=22506</id>
		<title>Medi-Kit (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit_(TFTD)&amp;diff=22506"/>
		<updated>2009-08-30T12:53:33Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To use this you face the injured X-Com agent or stand over the body of a stunned aquanaut.&lt;br /&gt;
&lt;br /&gt;
Healing: Red indicates wounds. Select body part and click on the &amp;lt;nowiki&amp;gt;&#039;Heal&#039;&amp;lt;/nowiki&amp;gt; button. One fatal wound will be healed and health restored. &lt;br /&gt;
&lt;br /&gt;
Stimulant: Restores energy and revives stunned aquanauts. To revive an unconscious aquanaut you must stand directly over the body. &lt;br /&gt;
&lt;br /&gt;
Pain Killer: Restores the morale of wounded aquanauts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:MediKit_(TFTD).png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Ammo: 10 charges each of healing, stimulants, and pain killers.&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 5&lt;br /&gt;
*TUs: &lt;br /&gt;
**10 per use of a charge.&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $28,000 for parts, 420 Engineer Hours&lt;br /&gt;
*Sell Price: $45,600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Medi-Kit|Medi-Kit (Enemy Unknown)]] for more detailed information on use, etc.&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22454</id>
		<title>Template:EU Tabla</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22454"/>
		<updated>2009-08-25T00:46:17Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO Icon}} &#039;&#039;&#039;UFO: Enemy Unknown&#039;&#039;&#039; (o &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Informacion|Acerca de X-COM: UFO Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Geoescape|Geoscape]]&lt;br /&gt;
:[[Detección de UFOs]]&lt;br /&gt;
:[[Interceptación de UFO]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bases del X-COM]]&lt;br /&gt;
: [[Facilidades de las Bases]]&lt;br /&gt;
: [[Fabricación]]&lt;br /&gt;
: [[Estudio]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Naves|Naves del X-COM]]&lt;br /&gt;
: [[Armamento de las Naves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldados]]&lt;br /&gt;
[[Equipo]]&lt;br /&gt;
: [[Armas]]&lt;br /&gt;
: [[Armaduras|Armaduras (Coraza)]]&lt;br /&gt;
: [[PAA|Vehículos de Armas Pesadas (Plataforma de Armamento)]]&lt;br /&gt;
: [[Equipo#Equipo Portátil|Equipos misceláneos]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Formas de Vida Alien]]&lt;br /&gt;
: [[Información de los Aliens|Información general de los Aliens]]&lt;br /&gt;
: [[Misiones Alien]]&lt;br /&gt;
: [[Grados de los Aliens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OVNIs|UFOs]]&lt;br /&gt;
: [[Componentes de los UFOs]]&lt;br /&gt;
: [[Artefactos Alien]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;The Battlescape (Combate Táctico)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mapa Táctico|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Misiones|Tipo de Misiones]]&lt;br /&gt;
: [[Recuperación de UFO derribado]]&lt;br /&gt;
: [[Asalto terrestre a UFO]]&lt;br /&gt;
: [[Asalto a Base Alien]]&lt;br /&gt;
: [[Misión de Terror]]&lt;br /&gt;
: [[Defensa de Base]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tácticas|Tácticas]]&lt;br /&gt;
: [[:Category:Manual de Campo|Manual de Campo]]&lt;br /&gt;
: [[Misiones Nocturnas]]&lt;br /&gt;
: [[Composición del Escuadrón y Tácticas|Composición del Escuadrón]]&lt;br /&gt;
: [[Comandante en Retaguardia]]&lt;br /&gt;
: [[Despliegue Inicial]] &lt;br /&gt;
: [[Reconocimiento]]&lt;br /&gt;
: [[Barriendo el Mapa Táctico]]&lt;br /&gt;
: [[Administración del Tiempo]]&lt;br /&gt;
: [[Entrenamiento de Reacción]]&lt;br /&gt;
: [[Causas de Disparos por Reacción|Causas de Disparo por Reacción]]&lt;br /&gt;
: [[Patrones de movimiento de los Alien]]&lt;br /&gt;
: [[Granada]]s&lt;br /&gt;
:: [[Granada de Proximidad]]&lt;br /&gt;
:: [[Granada de Humo]]&lt;br /&gt;
:: [[Pasamanos de Granadas]]&lt;br /&gt;
: [[Aturdidor|Aturdidor (Aturdido)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Estrategias del Juego&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Creando tu organización paramilitar clandestina|Guia para Principiantes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Administración de Bases]]&lt;br /&gt;
:[[Estrategias para la organización de las Bases]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Entrenamiento de Experiencia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economía]]&lt;br /&gt;
: [[Comprando/Vendiendo/Transferencias|Comprando/Vendiendo/Transferencias (Comprar/Saqueo/Transfer]]&lt;br /&gt;
: [[Contratando/despidiendo|Contratando/despidiendo (Contratar/Saqueo)]]&lt;br /&gt;
: [[Valor económico de la Recuperación de UFOs ]]&lt;br /&gt;
: [[Fabricando ganancias]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trucos y consejos]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trabajando con el limite de objetos]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Haciendo el juego mas dificil]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Informacion miscelanea&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Analisis del armamento]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Avistamientos en otros]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glossary|Glossary of Terms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background|UFO Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data Canisters|Data Canisters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Realistic Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fictional Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Editors]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Council of Funding Nations|Council of Funding Nations]] &lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries of X-COM|The Mysteries of X-COM]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Under The Hood|Game Mechanics]]&lt;br /&gt;
: [[Damage]]&lt;br /&gt;
:: [[Explosions]]&lt;br /&gt;
:: [[Destroying Terrain]]&lt;br /&gt;
::[[Damage Modifiers]]&lt;br /&gt;
:: [[Fatal Wounds]]&lt;br /&gt;
:: [[Stun]]&lt;br /&gt;
&lt;br /&gt;
: [[Accuracy formula|Accuracy Formula]]&lt;br /&gt;
: [[Reaction Fire]]&lt;br /&gt;
: [[Experience]]&lt;br /&gt;
: [[Psionics]]&lt;br /&gt;
: [[Unconscious|Unconsciousness]]&lt;br /&gt;
: [[Recovery time|Recovery Time]]&lt;br /&gt;
: [[Equipment Recovery]]&lt;br /&gt;
&lt;br /&gt;
: [[Line of sight|Line of Sight]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Inventory TU Table]]&lt;br /&gt;
: [[Time Units#Time Unit Walking Usage Tables|Movement TU Tables]]&lt;br /&gt;
: [[Item Weight]]&lt;br /&gt;
: [[Height|Unit Height]]&lt;br /&gt;
: [[Scoring]]&lt;br /&gt;
: [[Kill Modelling]]&lt;br /&gt;
: [[Starting Stats]]&lt;br /&gt;
: [[Alien Stats]]&lt;br /&gt;
: [[Research Hours]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Terrain|Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Saved Game Files|Game Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known Bugs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22453</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22453"/>
		<updated>2009-08-25T00:18:59Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Translation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
&lt;br /&gt;
PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
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::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22372</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22372"/>
		<updated>2009-08-19T23:36:08Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;Looking for the [[Main Page|English Ufopaedia]]?&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de información, incluyendo estrategias, tácticas y un análisis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorías y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;table {{StdCenterTable}} height=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Novedades&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzó y albergó por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.&lt;br /&gt;
&amp;lt;/div&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Pueden ver mas información [[GEOSCAPE.EXE#X-COM_Complete_Packages|aquí]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  BIENVENIDOS LOS NUEVOS RECLUTAS! * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
La traducción al Español de la Ufopedia acaba de comenzar (16/8/09). Muy pocos artículos han sido traducidos, y la mayoría de los enlaces apuntan a paginas en blanco que necesitan ser traducidas. Si deseas colaborar, visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]], crea una cuenta, y comienza a traducir tus artículos preferidos.&lt;br /&gt;
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{{EU_Tabla}}&lt;br /&gt;
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== Sequels ==&lt;br /&gt;
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== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
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{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22360</id>
		<title>Template:EU Tabla</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22360"/>
		<updated>2009-08-18T00:29:34Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO Icon}} &#039;&#039;&#039;UFO: Enemy Unknown&#039;&#039;&#039; (o &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Informacion|Acerca de X-COM: UFO Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Geoescape|Geoscape]]&lt;br /&gt;
:[[Detección de UFOs]]&lt;br /&gt;
:[[Interceptación de UFO]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bases del X-COM]]&lt;br /&gt;
: [[Facilidades de las Bases]]&lt;br /&gt;
: [[Fabricación]]&lt;br /&gt;
: [[Estudio]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Naves|Naves del X-COM]]&lt;br /&gt;
: [[Armamento de las Naves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldados]]&lt;br /&gt;
[[Equipo]]&lt;br /&gt;
: [[Armas]]&lt;br /&gt;
: [[Armaduras|Armaduras (Coraza)]]&lt;br /&gt;
: [[PAA|Vehículos de Armas Pesadas (Plataforma de Armamento)]]&lt;br /&gt;
: [[Equipo#Equipo Portátil|Equipos misceláneos]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Formas de Vida Alien]]&lt;br /&gt;
: [[Información de los Aliens|Información general de los Aliens]]&lt;br /&gt;
: [[Misiones Alien]]&lt;br /&gt;
: [[Grados de los Aliens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OVNIs|UFOs]]&lt;br /&gt;
: [[Componentes de los UFOs]]&lt;br /&gt;
: [[Artefactos Alien]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;The Battlescape (Combate Táctico)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mapa Táctico|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Misiones|Tipo de Misiones]]&lt;br /&gt;
: [[Recuperación de UFO derribado]]&lt;br /&gt;
: [[Asalto terrestre a UFO]]&lt;br /&gt;
: [[Asalto a Base Alien]]&lt;br /&gt;
: [[Misión de Terror]]&lt;br /&gt;
: [[Defensa de Base]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tácticas|Tácticas]]&lt;br /&gt;
: [[:Category:Manual de Campo|Manual de Campo]]&lt;br /&gt;
: [[Misiones Nocturnas]]&lt;br /&gt;
: [[Composición del Escuadrón y Tácticas|Composición del Escuadrón]]&lt;br /&gt;
: [[Comandante en Retaguardia]]&lt;br /&gt;
: [[Despliegue Inicial]] &lt;br /&gt;
: [[Reconocimiento]]&lt;br /&gt;
: [[Barriendo el Mapa Táctico]]&lt;br /&gt;
: [[Administración del Tiempo]]&lt;br /&gt;
: [[Entrenamiento de Reacción]]&lt;br /&gt;
: [[Causas de Disparos por Reacción|Causas de Disparo por Reacción]]&lt;br /&gt;
: [[Patrones de movimiento de los Alien]]&lt;br /&gt;
: [[Granada]]s&lt;br /&gt;
:: [[Granada de Proximidad]]&lt;br /&gt;
:: [[Granada de Humo]]&lt;br /&gt;
:: [[Pasamanos de Granadas]]&lt;br /&gt;
: [[Aturdidor|Aturdidor (Aturdido)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Estrategias del Juego&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Creando tu organización paramilitar clandestina|Guia para Principiantes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Administración de Bases]]&lt;br /&gt;
:[[Estrategias para la organización de las Bases]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Entrenamiento de Experiencia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economía]]&lt;br /&gt;
: [[Comprando/Vendiendo/Transferencias|Comprando/Vendiendo/Transferencias (Comprar/Saqueo/Transfer]]&lt;br /&gt;
: [[Contratando/despidiendo|Contratando/despidiendo (Contratar/Saqueo)]]&lt;br /&gt;
: [[Valor económico de la Recuperación de UFOs ]]&lt;br /&gt;
: [[Fabricando ganancias]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trucos y consejos]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Managing the Item Limit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glossary|Glossary of Terms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background|UFO Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data Canisters|Data Canisters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Realistic Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fictional Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Editors]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Council of Funding Nations|Council of Funding Nations]] &lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries of X-COM|The Mysteries of X-COM]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Under The Hood|Game Mechanics]]&lt;br /&gt;
: [[Damage]]&lt;br /&gt;
:: [[Explosions]]&lt;br /&gt;
:: [[Destroying Terrain]]&lt;br /&gt;
::[[Damage Modifiers]]&lt;br /&gt;
:: [[Fatal Wounds]]&lt;br /&gt;
:: [[Stun]]&lt;br /&gt;
&lt;br /&gt;
: [[Accuracy formula|Accuracy Formula]]&lt;br /&gt;
: [[Reaction Fire]]&lt;br /&gt;
: [[Experience]]&lt;br /&gt;
: [[Psionics]]&lt;br /&gt;
: [[Unconscious|Unconsciousness]]&lt;br /&gt;
: [[Recovery time|Recovery Time]]&lt;br /&gt;
: [[Equipment Recovery]]&lt;br /&gt;
&lt;br /&gt;
: [[Line of sight|Line of Sight]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Inventory TU Table]]&lt;br /&gt;
: [[Time Units#Time Unit Walking Usage Tables|Movement TU Tables]]&lt;br /&gt;
: [[Item Weight]]&lt;br /&gt;
: [[Height|Unit Height]]&lt;br /&gt;
: [[Scoring]]&lt;br /&gt;
: [[Kill Modelling]]&lt;br /&gt;
: [[Starting Stats]]&lt;br /&gt;
: [[Alien Stats]]&lt;br /&gt;
: [[Research Hours]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Terrain|Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Saved Game Files|Game Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known Bugs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22359</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22359"/>
		<updated>2009-08-18T00:24:26Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de información, incluyendo estrategias, tácticas y un análisis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorías y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} height=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Novedades&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td height=&amp;quot;125&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzó y albergó por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.&lt;br /&gt;
&amp;lt;/div&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Pueden ver mas información [[GEOSCAPE.EXE#X-COM_Complete_Packages|aquí]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  BIENVENIDOS LOS NUEVOS RECLUTAS! * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
La traducción al Español de la Ufopedia acaba de comenzar (16/8/09). Muy pocos artículos han sido traducidos, y la mayoría de los enlaces apuntan a paginas en blanco que necesitan ser traducidas. Si deseas colaborar, visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]], crea una cuenta, y comienza a traducir tus artículos preferidos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{EU_Tabla}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22301</id>
		<title>Template:EU Tabla</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22301"/>
		<updated>2009-08-16T13:58:03Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO Icon}} &#039;&#039;&#039;UFO: Enemy Unknown&#039;&#039;&#039; (o &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Informacion|Acerca de X-COM: UFO Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Geoescape|Geoscape]]&lt;br /&gt;
:[[Deteccion de UFOs]]&lt;br /&gt;
:[[Interceptacion de UFO]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bases del X-COM]]&lt;br /&gt;
: [[Facilidades de las Bases]]&lt;br /&gt;
: [[Fabricacion]]&lt;br /&gt;
: [[Estudio]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Naves|Naves del X-COM]]&lt;br /&gt;
: [[Armamento de las Naves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldados]]&lt;br /&gt;
[[Equipo]]&lt;br /&gt;
: [[Armas]]&lt;br /&gt;
: [[Armaduras|Armaduras (Coraza)]]&lt;br /&gt;
: [[PAA|Vehiculos de Armas Pesadas (Plataforma de Armamento)]]&lt;br /&gt;
: [[Equipo#Equipo Portatil|Equipos miscelaneos]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Formas de Vida Alien]]&lt;br /&gt;
: [[Informacion de los Aliens|Informacion general de los Aliens]]&lt;br /&gt;
: [[Misiones Alien]]&lt;br /&gt;
: [[Grados de los Aliens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OVNIs|UFOs]]&lt;br /&gt;
: [[Componentes de los UFOs]]&lt;br /&gt;
: [[Artefactos Alien]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;The Battlescape (Combate Tactico)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mapa Tactico|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Misiones|Tipo de Misiones]]&lt;br /&gt;
: [[Recuperacion de UFO derribado]]&lt;br /&gt;
: [[Asalto terrestre a UFO]]&lt;br /&gt;
: [[Asalto a Base Alien]]&lt;br /&gt;
: [[Mision de Terror]]&lt;br /&gt;
: [[Defensa de Base]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tacticas|Tacticas]]&lt;br /&gt;
: [[:Category:Manual de Campo|Manual de Campo]]&lt;br /&gt;
: [[Misiones Nocturnas]]&lt;br /&gt;
: [[Composicion del Escuadron y Tacticas|Composicion del Escuadron]]&lt;br /&gt;
: [[Comandante en Retaguardia]]&lt;br /&gt;
: [[Despliegue Inicial]] &lt;br /&gt;
: [[Reconocimento]]&lt;br /&gt;
: [[Barriendo el Mapa Tactico]]&lt;br /&gt;
: [[Administracion del Tiempo]]&lt;br /&gt;
: [[Entrenamiento de Reaccion]]&lt;br /&gt;
: [[Activadores de Disparos por Reaccion|Reaction Fire Triggers]]&lt;br /&gt;
: [[Patrones de movimiento de los Alien]]&lt;br /&gt;
: [[Granada]]s&lt;br /&gt;
:: [[Granada de Proximidad]]&lt;br /&gt;
:: [[Granada de Humo]]&lt;br /&gt;
:: [[Pasamanos de Granadas]]&lt;br /&gt;
: [[Aturdidor|Aturdidor (Aturdido)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Estrategias del Juego&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Creando tu Organizacion Paramilitar Clandestina|Guia para Principiantes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Administracion de Bases]]&lt;br /&gt;
:[[Estrategias para la Organizacion de las Bases]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Entrenamiento de Experiencia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economia]]&lt;br /&gt;
: [[Comprando/Vendiendo/Transferencias|Comprando/Vendiendo/Transferencias (Comprar/Saqueo/Transfer]]&lt;br /&gt;
: [[Contratando/despidiendo|Contratando/despidiendo (Contratar/Saqueo)]]&lt;br /&gt;
: [[Valor economico de la Recuperacion de UFOs ]]&lt;br /&gt;
: [[Fabricando ganancias]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trucos y consejos]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Managing the Item Limit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glossary|Glossary of Terms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background|UFO Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data Canisters|Data Canisters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Realistic Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fictional Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Editors]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Council of Funding Nations|Council of Funding Nations]] &lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries of X-COM|The Mysteries of X-COM]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Under The Hood|Game Mechanics]]&lt;br /&gt;
: [[Damage]]&lt;br /&gt;
:: [[Explosions]]&lt;br /&gt;
:: [[Destroying Terrain]]&lt;br /&gt;
::[[Damage Modifiers]]&lt;br /&gt;
:: [[Fatal Wounds]]&lt;br /&gt;
:: [[Stun]]&lt;br /&gt;
&lt;br /&gt;
: [[Accuracy formula|Accuracy Formula]]&lt;br /&gt;
: [[Reaction Fire]]&lt;br /&gt;
: [[Experience]]&lt;br /&gt;
: [[Psionics]]&lt;br /&gt;
: [[Unconscious|Unconsciousness]]&lt;br /&gt;
: [[Recovery time|Recovery Time]]&lt;br /&gt;
: [[Equipment Recovery]]&lt;br /&gt;
&lt;br /&gt;
: [[Line of sight|Line of Sight]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Inventory TU Table]]&lt;br /&gt;
: [[Time Units#Time Unit Walking Usage Tables|Movement TU Tables]]&lt;br /&gt;
: [[Item Weight]]&lt;br /&gt;
: [[Height|Unit Height]]&lt;br /&gt;
: [[Scoring]]&lt;br /&gt;
: [[Kill Modelling]]&lt;br /&gt;
: [[Starting Stats]]&lt;br /&gt;
: [[Alien Stats]]&lt;br /&gt;
: [[Research Hours]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Terrain|Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Saved Game Files|Game Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known Bugs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22299</id>
		<title>Template:EU Tabla</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22299"/>
		<updated>2009-08-16T13:17:37Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO Icon}} &#039;&#039;&#039;UFO: Enemy Unknown&#039;&#039;&#039; (o &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Informacion|Acerca de X-COM: UFO Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Geoescape|Geoscape]]&lt;br /&gt;
:[[Deteccion de UFOs]]&lt;br /&gt;
:[[Interceptacion de UFO]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bases del X-COM]]&lt;br /&gt;
: [[Facilidades de las Bases]]&lt;br /&gt;
: [[Fabricacion]]&lt;br /&gt;
: [[Estudio]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Naves|Naves del X-COM]]&lt;br /&gt;
: [[Armamento de las Naves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldados]]&lt;br /&gt;
[[Equipo]]&lt;br /&gt;
: [[Armas]]&lt;br /&gt;
: [[Armaduras|Armaduras (Coraza)]]&lt;br /&gt;
: [[PAA|Vehiculos de Armas Pesadas (Plataforma de Armamento)]]&lt;br /&gt;
: [[Equipo#Equipo Portatil|Equipos miscelaneos]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Formas de Vida Alien]]&lt;br /&gt;
: [[Informacion de los Aliens|Informacion general de los Aliens]]&lt;br /&gt;
: [[Misiones Alien]]&lt;br /&gt;
: [[Grados de los Aliens]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OVNIs|UFOs]]&lt;br /&gt;
: [[Componentes de los UFOs]]&lt;br /&gt;
: [[Artefactos Alien]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;The Battlescape (Tactical&amp;amp;nbsp;Combat)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Missions|Mission Types]]&lt;br /&gt;
: [[UFO Crash Recovery]]&lt;br /&gt;
: [[UFO Ground Assault]]&lt;br /&gt;
: [[Alien Base Assault]]&lt;br /&gt;
: [[Terror Mission]]s&lt;br /&gt;
: [[Base Defense]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tactics|Tactics]]&lt;br /&gt;
: [[:Category:Field Manual|Field Manual]]&lt;br /&gt;
: [[Night Missions]]&lt;br /&gt;
: [[Squad Composition and Tactics|Squad Composition]]&lt;br /&gt;
: [[Rear Commander]]s&lt;br /&gt;
: [[Initial Deployment]] &lt;br /&gt;
: [[Scouting]]&lt;br /&gt;
: [[Sweeping the Battlescape]]&lt;br /&gt;
: [[Time Management]]&lt;br /&gt;
: [[Reaction Training]]&lt;br /&gt;
: [[Reaction fire triggers|Reaction Fire Triggers]]&lt;br /&gt;
: [[Alien movement patterns|Alien Movement Patterns]]&lt;br /&gt;
: [[Grenade]]s&lt;br /&gt;
:: [[Proximity Grenade]]&lt;br /&gt;
:: [[Smoke Grenade]]&lt;br /&gt;
:: [[Grenade Relay]]&lt;br /&gt;
: [[Stun Rod]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting Your Shadowy Paramilitary Organization|A Beginner&#039;s Guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Base Management]]&lt;br /&gt;
:[[Base Layout Strategy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Experience Training]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economics]]&lt;br /&gt;
: [[Buying/Selling/Transferring]]&lt;br /&gt;
: [[Hiring/firing|Hiring/Firing]]&lt;br /&gt;
: [[UFO Recovery Values]]&lt;br /&gt;
: [[Manufacturing Profitability]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tricks, Tips and Hints]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Managing the Item Limit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glossary|Glossary of Terms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background|UFO Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data Canisters|Data Canisters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Realistic Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fictional Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Editors]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Council of Funding Nations|Council of Funding Nations]] &lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries of X-COM|The Mysteries of X-COM]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Under The Hood|Game Mechanics]]&lt;br /&gt;
: [[Damage]]&lt;br /&gt;
:: [[Explosions]]&lt;br /&gt;
:: [[Destroying Terrain]]&lt;br /&gt;
::[[Damage Modifiers]]&lt;br /&gt;
:: [[Fatal Wounds]]&lt;br /&gt;
:: [[Stun]]&lt;br /&gt;
&lt;br /&gt;
: [[Accuracy formula|Accuracy Formula]]&lt;br /&gt;
: [[Reaction Fire]]&lt;br /&gt;
: [[Experience]]&lt;br /&gt;
: [[Psionics]]&lt;br /&gt;
: [[Unconscious|Unconsciousness]]&lt;br /&gt;
: [[Recovery time|Recovery Time]]&lt;br /&gt;
: [[Equipment Recovery]]&lt;br /&gt;
&lt;br /&gt;
: [[Line of sight|Line of Sight]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Inventory TU Table]]&lt;br /&gt;
: [[Time Units#Time Unit Walking Usage Tables|Movement TU Tables]]&lt;br /&gt;
: [[Item Weight]]&lt;br /&gt;
: [[Height|Unit Height]]&lt;br /&gt;
: [[Scoring]]&lt;br /&gt;
: [[Kill Modelling]]&lt;br /&gt;
: [[Starting Stats]]&lt;br /&gt;
: [[Alien Stats]]&lt;br /&gt;
: [[Research Hours]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Terrain|Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Saved Game Files|Game Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known Bugs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22298</id>
		<title>Template:EU Tabla</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EU_Tabla&amp;diff=22298"/>
		<updated>2009-08-16T13:03:19Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: New page: &amp;lt;table style=&amp;quot;width: 100%;&amp;gt; &amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt; &amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt; {| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot;  |- {{stdTable Heading}} | colspan...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;X-Com UFO: Directorio Principal&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO Icon}} &#039;&#039;&#039;UFO: Enemy Unknown&#039;&#039;&#039; (o &#039;&#039;&#039;X-COM: UFO Defense&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info|Acerca de X-COM: UFO Defense]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Geoscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Geoscape]]&lt;br /&gt;
:[[Deteccion de UFOs&lt;br /&gt;
:[[Interceptacion de UFO]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bases del X-COM]]&lt;br /&gt;
: [[Facilidades de las Bases]]&lt;br /&gt;
: [[Fabricacion]]&lt;br /&gt;
: [[Estudio]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Naves|Naves del X-COM]]&lt;br /&gt;
: [[Armamento de las Naves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldados]]&lt;br /&gt;
[[Equipo]]&lt;br /&gt;
: [[Armas]]&lt;br /&gt;
: [[Armaduras|Armaduras (Coraza)]]&lt;br /&gt;
: [[Heavy Weapons Platforms]]&lt;br /&gt;
: [[Equipment#Portable Equipment|Miscellaneous Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms]]&lt;br /&gt;
: [[Overviews of Aliens|Overview of Aliens]]&lt;br /&gt;
: [[Alien Missions]]&lt;br /&gt;
: [[Alien Ranks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFOs]]&lt;br /&gt;
: [[UFO Components]]&lt;br /&gt;
: [[Alien Artefacts]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;The Battlescape (Tactical&amp;amp;nbsp;Combat)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Missions|Mission Types]]&lt;br /&gt;
: [[UFO Crash Recovery]]&lt;br /&gt;
: [[UFO Ground Assault]]&lt;br /&gt;
: [[Alien Base Assault]]&lt;br /&gt;
: [[Terror Mission]]s&lt;br /&gt;
: [[Base Defense]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tactics|Tactics]]&lt;br /&gt;
: [[:Category:Field Manual|Field Manual]]&lt;br /&gt;
: [[Night Missions]]&lt;br /&gt;
: [[Squad Composition and Tactics|Squad Composition]]&lt;br /&gt;
: [[Rear Commander]]s&lt;br /&gt;
: [[Initial Deployment]] &lt;br /&gt;
: [[Scouting]]&lt;br /&gt;
: [[Sweeping the Battlescape]]&lt;br /&gt;
: [[Time Management]]&lt;br /&gt;
: [[Reaction Training]]&lt;br /&gt;
: [[Reaction fire triggers|Reaction Fire Triggers]]&lt;br /&gt;
: [[Alien movement patterns|Alien Movement Patterns]]&lt;br /&gt;
: [[Grenade]]s&lt;br /&gt;
:: [[Proximity Grenade]]&lt;br /&gt;
:: [[Smoke Grenade]]&lt;br /&gt;
:: [[Grenade Relay]]&lt;br /&gt;
: [[Stun Rod]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Starting Your Shadowy Paramilitary Organization|A Beginner&#039;s Guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Base Management]]&lt;br /&gt;
:[[Base Layout Strategy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Experience Training]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economics]]&lt;br /&gt;
: [[Buying/Selling/Transferring]]&lt;br /&gt;
: [[Hiring/firing|Hiring/Firing]]&lt;br /&gt;
: [[UFO Recovery Values]]&lt;br /&gt;
: [[Manufacturing Profitability]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tricks, Tips and Hints]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Managing the Item Limit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glossary|Glossary of Terms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background|UFO Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data Canisters|Data Canisters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Realistic Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fictional Equivalents]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mars]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Editors]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Council of Funding Nations|Council of Funding Nations]] &lt;br /&gt;
|-&lt;br /&gt;
| [[The Mysteries of X-COM|The Mysteries of X-COM]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Under The Hood|Game Mechanics]]&lt;br /&gt;
: [[Damage]]&lt;br /&gt;
:: [[Explosions]]&lt;br /&gt;
:: [[Destroying Terrain]]&lt;br /&gt;
::[[Damage Modifiers]]&lt;br /&gt;
:: [[Fatal Wounds]]&lt;br /&gt;
:: [[Stun]]&lt;br /&gt;
&lt;br /&gt;
: [[Accuracy formula|Accuracy Formula]]&lt;br /&gt;
: [[Reaction Fire]]&lt;br /&gt;
: [[Experience]]&lt;br /&gt;
: [[Psionics]]&lt;br /&gt;
: [[Unconscious|Unconsciousness]]&lt;br /&gt;
: [[Recovery time|Recovery Time]]&lt;br /&gt;
: [[Equipment Recovery]]&lt;br /&gt;
&lt;br /&gt;
: [[Line of sight|Line of Sight]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Inventory TU Table]]&lt;br /&gt;
: [[Time Units#Time Unit Walking Usage Tables|Movement TU Tables]]&lt;br /&gt;
: [[Item Weight]]&lt;br /&gt;
: [[Height|Unit Height]]&lt;br /&gt;
: [[Scoring]]&lt;br /&gt;
: [[Kill Modelling]]&lt;br /&gt;
: [[Starting Stats]]&lt;br /&gt;
: [[Alien Stats]]&lt;br /&gt;
: [[Research Hours]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Terrain|Terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exploits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Saved Game Files|Game Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known Bugs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22297</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22297"/>
		<updated>2009-08-16T12:52:54Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de informacion, incluyendo estragias, tacticas y un analizis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorias y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} height=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Novedades&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td height=&amp;quot;125&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzo y albergo por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.&lt;br /&gt;
&amp;lt;/div&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Pueden ver mas informacion [[GEOSCAPE.EXE#X-COM_Complete_Packages|aqui]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  BIENVENIDOS LOS NUEVOS RECLUTAS! * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
La traduccion al Español de la Ufopedia acaba de comenzar (16/8/09). Muy pocos articulos han sido traducidos, y la mayoria de los enlaces apuntan a paginas en blanco que necesitan ser traducidas. Si deseas colborar, visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]], crea una cuenta, y comienza a traducir tus articulos preferidos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{EU_Tabla}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22296</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22296"/>
		<updated>2009-08-16T12:17:54Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de informacion, incluyendo estragias, tacticas y un analizis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorias y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} height=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Novedades&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td height=&amp;quot;125&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzo y albergo por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.&lt;br /&gt;
&amp;lt;/div&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Pueden ver mas informacion [[GEOSCAPE.EXE#X-COM_Complete_Packages|aqui]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  BIENVENIDOS LOS NUEVOS RECLUTAS! * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
La traduccion al Español de la Ufopedia acaba de comenzar (16/8/09). Muy pocos articulos han sido traducidos, y la mayoria de los enlaces apuntan a paginas en blanco que necesitan ser traducidas. Si deseas colborar, visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]], crea una cuenta, y comienza a traducir tus articulos preferidos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22295</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22295"/>
		<updated>2009-08-16T12:16:31Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de informacion, incluyendo estragias, tacticas y un analizis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorias y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} height=&amp;quot;300&amp;quot;&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Novedades&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td height=&amp;quot;125&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzo y albergo por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.&lt;br /&gt;
&amp;lt;/div&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Para mas informacion, vean [[GEOSCAPE.EXE#X-COM_Complete_Packages|aqui]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  BIENVENIDOS LOS NUEVOS RECLUTAS! * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
La traduccion al Español de la Ufopedia acaba de comenzar (16/8/09). Muy pocos articulos han sido traducidos, y la mayoria de los enlaces apuntan a paginas en blanco que necesitan ser traducidas. Si deseas colborar, visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]], crea una cuenta, y comienza a traducir tus articulos preferidos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22294</id>
		<title>Pagina Principal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pagina_Principal&amp;diff=22294"/>
		<updated>2009-08-16T12:06:58Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: New page: __NOTOC__ 480 px&amp;#039;&amp;#039;&amp;#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &amp;#039;&amp;#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&amp;#039;&amp;#039;, la serie de vi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[image:UFO_Enemy_Unknown_opening_screen.png|left|480 px]]&#039;&#039;&#039;Bienvenido a UFOpaedia.org! Este sitio esta dedicado a &#039;&#039;[http://es.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, la serie de videojuegos creada por MicroProse en 1994.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Esta wiki contiene gran cantidad de informacion, incluyendo estragias, tacticas y un analizis en profundidad de como funciona el juego. Si eres un aficionado al X-COM y quieres contribuir, por favor visita el [[UFOpaedia:Community Portal|Portal de la Comunidad]]. Todos son bienvenidos!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Advertencia: Para que quede totalmente claro, este sitio es dedicado a un videojuego, no a teorias y conspiraciones relacionadas con extraterrestres. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * * Ufopaedia.org reside en servidores de [http://www.strategycore.co.uk/ Strategycore] * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt; &lt;br /&gt;
Muchas gracias a Gazchap, quien comenzo y albergo por tanto tiempo lo que se ha convertido en el lugar mas fascinante e informativo relacionado con X-COM.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  La serie completa de X-COM esta disponible por US$ 15 * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
En [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate] y [http://store.steampowered.com/sub/964/ Steam]. (Incluye &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Apoc&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;Int&amp;lt;/b&amp;gt;, y &amp;lt;b&amp;gt;Enf&amp;lt;/b&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
Para mas informacion, vean [[GEOSCAPE.EXE#X-COM_Complete_Packages|aqui]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;* * *  WELCOME NEW X-COMMIES!  * * *&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sequels ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technologies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to the official [[UFO2000|UFO2000 wiki]].  UFO2000 is an open-source player-versus-player tactical simulation based on X-COM.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22292</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22292"/>
		<updated>2009-08-16T11:04:34Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Translation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
&lt;br /&gt;
PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22291</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22291"/>
		<updated>2009-08-16T11:03:32Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Translation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
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In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
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I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
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A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
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:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
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== Favicon ==&lt;br /&gt;
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Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
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:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
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Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
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:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
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::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
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::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
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&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
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: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
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== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
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: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
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:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
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:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
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== Newb questions ==&lt;br /&gt;
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Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
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PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
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PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
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Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
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: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
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: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
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== same questions ==&lt;br /&gt;
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Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
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PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
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: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
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: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
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: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
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Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
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== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
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Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
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:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
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:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
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== Hosting move. ==&lt;br /&gt;
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Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
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I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
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GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
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:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
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::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
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::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
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::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
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:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
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Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
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=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
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:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
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== 500 Internal error ==&lt;br /&gt;
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This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
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:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
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:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
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== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
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I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
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I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
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: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
&lt;br /&gt;
GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
&lt;br /&gt;
I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
&lt;br /&gt;
: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
&lt;br /&gt;
: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
&lt;br /&gt;
Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
&lt;br /&gt;
:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
&lt;br /&gt;
I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=22286</id>
		<title>X-COM Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=22286"/>
		<updated>2009-08-15T11:47:56Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: Undo revision 22285 by Diegoba (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Viewing an &#039;&#039;&#039;X-COM base&#039;&#039;&#039; will bring up a layout of the currently selected base and a list of commands, your current funds, the base layout and facilities present or in construction, and a reduced view of all eight of your possible bases construction status. From here you expand your [[Base Facilities|base]], [[Buying/Selling/Transferring|purchase, transfer or sell]] supplies, recruit people, view your [[soldiers|troops]], manage [[research]], [[manufacturing]], your [[craft|air force]], and strike teams. While managing a base, time does not elapse, and virtually all commands take time once they are ordered to be completed, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently selected bases or build new bases from this screen.&lt;br /&gt;
&lt;br /&gt;
==Current Base View==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Default layout for first base&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This takes up the majority of the screen on the left hand side, and shows you a detailed top down view of your currently selected Base. Each facility you have built will take up one place in the six by six grid you have available to build in, except for hangars which take up four spaces. Inside your hangars any craft currently landed will be visible.&lt;br /&gt;
&lt;br /&gt;
You can click on any of your facilities to attempt to remove it if it is no longer necessary, although if it is in use or is the only link between two other parts of your base then you will be informed that you cannot dismantle it at this point. Be aware when dismantling any facility of the [[Known Bugs#Paying For Dirt|known bug]] that means removing redundant facilities is usually more expensive than just leaving them there, unless you immediately build over them.&lt;br /&gt;
&lt;br /&gt;
==Selecting the Current Base==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Building New Bases==&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Base Information==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defense strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Base Defense]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[General Stores|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Maintenance costs|Base Maintenance]] - this value is incorrect due to a [[Known_Bugs#Facility_Maintenance_Costs|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Known_Bugs#Paying_For_Dirt|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
This brings up a list of [[soldiers]] with [[rank]] and equipped [[armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[craft|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Equip Craft==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[Skyranger]] you will have the choice of modifying the currently [[Craft Armaments|weapons]] loadout, used to bring down [[UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Soldiers|Crew]], [[Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Build Facilities== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Base Facilities|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[Research]] requires Scientists and [[Laboratory]] space in the base. Scientists require bed space in [[Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[manufacturing]] business. Engineers require [[Workshop]] space to work, as well as [[Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Buying, Selling, and Transferring Supplies ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Buying/Selling/Transferring|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=22285</id>
		<title>X-COM Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=22285"/>
		<updated>2009-08-15T11:47:02Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Current Base View */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Viewing an &#039;&#039;&#039;X-COM base&#039;&#039;&#039; will bring up a layout of the currently selected base and a list of commands, your current funds, the base layout and facilities present or in construction, and a reduced view of all eight of your possible bases construction status. From here you expand your [[Base Facilities|base]], [[Buying/Selling/Transferring|purchase, transfer or sell]] supplies, recruit people, view your [[soldiers|troops]], manage [[research]], [[manufacturing]], your [[craft|air force]], and strike teams. While managing a base, time does not elapse, and virtually all commands take time once they are ordered to be completed, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently selected bases or build new bases from this screen.&lt;br /&gt;
&lt;br /&gt;
==Current Base View==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Default layout for first base&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This takes up the majority of the screen on the left hand side, and shows you a detailed top down view of your currently selected Base. Each facility you have built will take up one place in the eight by eight grid you have available to build in, except for hangars which take up four spaces. Inside your hangars any craft currently landed will be visible.&lt;br /&gt;
&lt;br /&gt;
You can click on any of your facilities to attempt to remove it if it is no longer necessary, although if it is in use or is the only link between two other parts of your base then you will be informed that you cannot dismantle it at this point. Be aware when dismantling any facility of the [[Known Bugs#Paying For Dirt|known bug]] that means removing redundant facilities is usually more expensive than just leaving them there, unless you immediately build over them.&lt;br /&gt;
&lt;br /&gt;
==Selecting the Current Base==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Building New Bases==&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Base Information==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defense strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Base Defense]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[General Stores|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Maintenance costs|Base Maintenance]] - this value is incorrect due to a [[Known_Bugs#Facility_Maintenance_Costs|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Known_Bugs#Paying_For_Dirt|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
This brings up a list of [[soldiers]] with [[rank]] and equipped [[armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[craft|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Equip Craft==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[Skyranger]] you will have the choice of modifying the currently [[Craft Armaments|weapons]] loadout, used to bring down [[UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Soldiers|Crew]], [[Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Build Facilities== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Base Facilities|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[Research]] requires Scientists and [[Laboratory]] space in the base. Scientists require bed space in [[Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[manufacturing]] business. Engineers require [[Workshop]] space to work, as well as [[Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Buying, Selling, and Transferring Supplies ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Buying/Selling/Transferring|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=22284</id>
		<title>Geoscape (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=22284"/>
		<updated>2009-08-15T11:17:05Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: /* Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Geoscape&#039;&#039;&#039; is a combination of base management screens and the world view. The Geoscape is where you fight the strategic war, whereas the [[Battlescape]] is where you fight tactical battles. In the Geoscape, you can [[Base Management|manage your bases]], view alien activity graphs, [[Country Funding]], view the in-game [[UFOpaedia]], load and save games, [[UFO Interception|intercept UFOs]], and send your [[soldiers]] on missions.  The Geoscape is played in real time, although management of [[X-COM Base|bases]] and ordering planes pauses the game and these can be done at leisure. All non-trivial actions, such as planes flying to their destination, [[research]], [[manufacturing]], and so on, take time to accomplish and this time must be waited out in the world view. &lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
[[image:geooverview01.png|It&#039;s... round!|right]]&lt;br /&gt;
&lt;br /&gt;
The Geoscape world view is presented on a 3-D spherical map of the Earth with approximations of continents and [[Terrain]]. This map can be rotated and zoomed in and out. Rotation is not smooth, but zooming in increases the level of detail presented on the model of earth, such as country borders, country names, and cities. The current Greenwich mean time is displayed and the day/night status of locations is apparent. On the surface of the map [[X-COM Base]]s, [[Craft|planes]], waypoints, detected [[UFOs]], and [[Alien Missions#Alien Bases|Alien Bases]] are displayed. Time elapsed per tic, and map view are also controlled from this side of the screen.  From this view base coverage can be, if not observed, approximated. Aerial confrontations are also played out in the view.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the World View==&lt;br /&gt;
Once you have placed and named your first base you should quickly be able to get used to controlling the Geoscape. Zooming in and out is done via the inward and outward pointing arrows of the globe controls. There are six levels of zoom available, from a very broad view that shows half of the world at once, right down to a level that covers an area about the size of western Europe, or about half of the continental US. It is also possible to use the rotate controls here, but it is far more common and easy to use the right mouse button to cause the globe to rotate immediately to center on where you clicked. Also note that the right mouse button can also be used on the zoom settings to jump to directly in and out to the highest or lowest zoom settings. &lt;br /&gt;
&lt;br /&gt;
A number of different items will be show on the map, indicated by the following symbols:&lt;br /&gt;
&lt;br /&gt;
*[[Image:XCOM Base.png]] An [[X-COM Base|X-COM base]] you have constructed&lt;br /&gt;
*[[Image:XCOM Ship.png]] An X-COM [[Craft]] currently on a mission&lt;br /&gt;
*[[Image:Waypoint.png]] An X-COM craft waypoint&lt;br /&gt;
*[[Image:Airborne UFO.png]] A detected [[UFOs|UFO]] performing a mission&lt;br /&gt;
*[[Image:Landed UFO.png]] A currently-landed UFO which you can try to [[UFO Ground Assault|attack]], provided it doesn&#039;t take off before you get there&lt;br /&gt;
*[[Image:Crashed UFO.png]] A crashed UFO which you can try to [[UFO Crash Recovery|recover]]&lt;br /&gt;
*[[Image:Alien Base.png]] A detected [[Alien Missions#Alien Base|alien base]]&lt;br /&gt;
*[[Image:Terror Site.png]] A [[Terror Mission|terror site]], which must be targeted within a few hours or it will disappear&lt;br /&gt;
&lt;br /&gt;
When zoomed in beyond certain levels certain geographic information is also available:&lt;br /&gt;
&lt;br /&gt;
*Grey lines show the borders of sponsor countries.  Stopping alien missions and presence in these areas is of greater priority than elsewhere.&lt;br /&gt;
*Specific country names appear in green as you zoom in further, so you can match them up to the money they are contributing to the cause.&lt;br /&gt;
*Major cities are marked as red squares with yellow centres; their name is given beside in yellow.  When they are the target of Alien Terror Missions, it is imperative you respond.&lt;br /&gt;
&lt;br /&gt;
Pressing any key on the keyboard will toggle the overlays for the borders, countries, and city names. Note this even occurs when entering soldier, base or savegame titles with the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Interacting with Items in the World View==&lt;br /&gt;
All items should bring up at least an information box when you click on them in the Geoscape, for UFOs you will get some basic information about it - for example its speed, altitude and course. For your own craft you will be given the option of giving them new orders, whether that be to return to base, send it after a new target or patrol in place until it runs low on fuel.&lt;br /&gt;
&lt;br /&gt;
If you select one of your bases on the Geoscape map you will be given the option of sending out any of your craft in that base that are currently ready for deployment on a new mission. For more detailed base management tasks you will need to select the Bases option in the top right of the screen.&lt;br /&gt;
&lt;br /&gt;
==Interceptions==	 &lt;br /&gt;
If one of your craft has been sent to chase down an enemy UFO and manages to catch up with it, you will be presented with a [[UFO Interception]] window. &lt;br /&gt;
&lt;br /&gt;
[[image:intercept_panel.png|Intercept panel]]&lt;br /&gt;
&lt;br /&gt;
The elements of the intercept window are:&lt;br /&gt;
&lt;br /&gt;
# A minimized intercept window. Clicking on this will bring up another intercept panel. If all panels are minimized, time resumes on the globe - allowing for multiple interceptors to catch up with a single UFO. &lt;br /&gt;
# This button will minimize the intercept window if the interceptor and UFO are in standoff range. You may still be attacking, but if the UFO is within or beyond standoff range, you can can minimize this window. &lt;br /&gt;
# UFO range indicator blip. This gives a rough idea of how far away the UFO is from your interceptor, which is at the bottom of the panel.&lt;br /&gt;
# Left weapon. The icon shows the type of weapon armed and how much ammunition is left. The lines show the weapon range. &lt;br /&gt;
# Right weapon. Same as above. &lt;br /&gt;
# Stand off - clicking on this will tell the craft to go to stand-off range. Used for forcibly disengaging from a UFO and/or minimizing the screen to let more interceptors attend the interception, while not letting the current interceptor leave the interception.&lt;br /&gt;
# Cautious attack - sets the craft range to the maximum range of the weapon with the greatest firing range.  (If this weapon should run out of ammo, the craft will then close to bring the remaining weapon to bear).  Craft that are damaged by UFO fire while in Cautious Attack will retreat to Standoff range.&lt;br /&gt;
# Standard attack - sets the craft range to the maximum range of the weapon with the nearest firing range.  Craft which take significant damage in a single hit while in Standard Attack will retreat to Standoff range.&lt;br /&gt;
# Aggressive attack - gets the craft as close to the UFO as possible.  Craft in Aggressive Attack will never retreat.&lt;br /&gt;
# Retreat - tells the interceptor to break off and retreat from the battle. &lt;br /&gt;
# Health level indicator. This also shows a depiction of the ship intercepting the UFO. When the aircraft takes damage, the meter and the ship icon will fill in with red. If it is filled completely with red, the craft will be destroyed.&lt;br /&gt;
# View UFO profile - displays a side image of the type and shape of UFO you are intercepting. A good way to quickly identify the type of the UFO prior to getting the Hyperwave Decoder. &lt;br /&gt;
# Range indicator. This shows the actual range between the interceptor and the UFO.&lt;br /&gt;
# Message panel. This panel will briefly show messages such as what buttons you&#039;ve pressed or what actions are taking place such as the aircraft missing or hitting or if the UFO is retreating. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If desired you can minimize this window and the X-COM craft will try to maintain contact with the UFO, continuing to chase it until you tell it otherwise, or it runs out of fuel and has to return to base. Up to four craft can intercept a single UFO at once, which is often prudent for the [[Battleship]]s.	 &lt;br /&gt;
		 &lt;br /&gt;
To close with the enemy select one of the attack buttons - cautious, standard, or aggressive - and your craft will close to at least minimum firing range and then start firing. You can also choose to disengage here.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Often you will find that nothing much is happening in the game, fortunately you have the option of accelerating time, even to the point where every few seconds an entire day will pass. You won&#039;t miss anything though, as all the key events that can happen such as a new UFO contact, production and research completion, new facilities being erected, and so on will all stop time progressing exactly when they occur, and offer you the opportunity to slow time back down to the minimum five second interval so that you can deal with whatever requires your attention. Certain events may slow the interval down automatically with no option, but in this case if so desired you can simply just ramp the time interval back up if whatever was flagged up doesn&#039;t actually require any attention.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
A number of further items can be accessed from the top right menu&lt;br /&gt;
&lt;br /&gt;
*Intercept - acts like a global version of clicking on one of your bases, all your craft will be listed here so you can send them wherever they are needed. Be aware of your crafts speed, range and starting point relative to where you are currently viewing when doing this, as you could be ordering a craft on the opposite side of the world from here.&lt;br /&gt;
*Bases - Allows you to manage the details of all of the [[X-COM Bases|Bases]] that you have created, as well as constructing a new base which will return you to the World View to place it.&lt;br /&gt;
*Graphs - A series of graphs can be accessed that can give both overviews and specific information on Alien and X-COM activity, as well as basic financial and scoring progress, over the last year&lt;br /&gt;
*UFOpaedia - this allows you to access the in-game [[UFOpaedia]] which contains a large amount of information about many elements of the game&lt;br /&gt;
*Options - Allows you to Load, Save or Abandon the game in progress&lt;br /&gt;
*Funding - Allows you to review what funding you will be receiving at the end of the month, and how this has changed from last months levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==World Regions==&lt;br /&gt;
&lt;br /&gt;
The map is basically broken into several different continents/ regions. Xcom base cost will be determined by which region it is in. Alien activity will also be specifically launched on a regional basis. Therefore, it makes sense to take this into account when placing your bases.&lt;br /&gt;
The regions are divided into:&lt;br /&gt;
&lt;br /&gt;
*North America&lt;br /&gt;
*Artic&lt;br /&gt;
*Antartica&lt;br /&gt;
*South America&lt;br /&gt;
*Europe&lt;br /&gt;
*North Africa&lt;br /&gt;
*Southern Africa&lt;br /&gt;
*Central Asia&lt;br /&gt;
*South East Asia&lt;br /&gt;
*Siberia&lt;br /&gt;
*Australasia&lt;br /&gt;
*Pacific&lt;br /&gt;
*North Atlantic&lt;br /&gt;
*South Atlantic&lt;br /&gt;
*Indian Ocean&lt;br /&gt;
&lt;br /&gt;
Aliens seem to rarely, if ever, aim activity at bodies of water, so you should concentrate radar coverage on the large land masses.&lt;br /&gt;
&lt;br /&gt;
Despite the large number of regions, Hyperwave Decoders cover such a large area that you only need a few radar bases to effectively have total global coverage and never let a UFO go undetected on Earth. One Hyperwave Decoded in the middle of Africa will give pretty much total radar coverage to the entire continent.&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22283</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=22283"/>
		<updated>2009-08-15T10:38:53Z</updated>

		<summary type="html">&lt;p&gt;Diegoba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::: Works for me, Eth - [[User:MikeTheRed|MikeTheRed]] 16:47, 9 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Game Editors ==&lt;br /&gt;
&lt;br /&gt;
I was going to add a link off the Main Page to the [[Game editors]] section that I wrote, under Misc. I still have a nagging feeling there is another list of them somewhere, but I can&#039;t find it. Any comments? &lt;br /&gt;
&lt;br /&gt;
Also, any additions to the Game editors section are welcome. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 03:40, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t think we&#039;ve ever had a particular listing of editors. &lt;br /&gt;
&lt;br /&gt;
: Tell you what, I&#039;ll throw these changes in, and we&#039;ll see how this works out. &lt;br /&gt;
&lt;br /&gt;
:# I&#039;ll put the new game editor section onto the UFO main table (I&#039;ve also renamed the page to stick to the first capital letter naming convention the other articles use). &lt;br /&gt;
:# I removed XComutil off the main table, since it&#039;ll be under the game file section. &lt;br /&gt;
:# Removed the UBK - it&#039;s just a tool for wiki editors and not something that would interest players of the game. &lt;br /&gt;
&lt;br /&gt;
: I might also add the [[Command Prompt]] to the game editor section for its notes on using MS-Edit as a binary file editor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]] 04:46, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: While I see the validity of adding XComUtil to a page regarding editors won&#039;t it make sense to keep a sublink to the page which deals on how to use it, together with MSEdit? I mean, the other editors only have links to them on that page and I think that at least XComUtil deserves main page status because of its notoriosity and complexity. What do you guys think? - [[User:Hobbes|Hobbes]] 14:08, 15 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
a good idea to include the Command Prompt help. How about broadly dividing it into 2 sections: X-COM-specific tools and general purpose tools?&lt;br /&gt;
[[User:Spike|Spike]] 07:08, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Newb questions ==&lt;br /&gt;
&lt;br /&gt;
Hello good sirs. Sorry for my bad non-native english. While in total noob in wiki, im relatively for long playd this great games. Great thanks for you for this great site, it really helped me with some ideas, especially with Funding Nation, even dont know how i played it before without it. Now more close to point, i realized what TFTD section here are, say, unperfect, if not somewhat wrong. As i readed somewhere not all play TFTD much, UFO1 instead, so it maybe be the point. Id edit something on it, but im totally dunno how to do it, and my language will have too many mistakes to be proudly presented to people. So id be glade to hear what you may propose for me to do. Again big thanks. Ill wait for answer.&lt;br /&gt;
&lt;br /&gt;
PS Or im searched too badly, or its differ in TFTD (i play only it now) from UFO1, but i cant find here about stunned persons behaviour. Cant find what they awake only if theyr stun is lower then HP&#039;s and if only they have awaken person in theyr tile during end of turn. IMHO its important thing to know off, at least for me.&lt;br /&gt;
&lt;br /&gt;
PPS. My friend made great tiny changes to one tiny file, what make FundingNations game way more easy and elegant then described in issue. I can upload it if you need this, tho its for TFTD im sure he can do UFO1 also if its needed. Anyway this game too easy even on FN to play it without it :).&lt;br /&gt;
&lt;br /&gt;
Eh PPPS. Dunno how to properly log on :(.&lt;br /&gt;
&lt;br /&gt;
: Do not worry about the language barrier - sometimes it&#039;s harder to understand people who speak English natively! ;) In any case, There&#039;ll be other editors who will be able to help fix the article for you if you can get the idea across. &lt;br /&gt;
&lt;br /&gt;
: To get started editing pages, check the Community Portal on the left sidebar. That has links to articles that can help you get started - more or less. One good way to find out how some text is formatted (or anything else you&#039;d like to duplicate) is to edit the page and see how it&#039;s done in the source. &lt;br /&gt;
&lt;br /&gt;
: If in doubt, or if you&#039;re unsure about editing the article, feel free put your ideas or suggestions in the article&#039;s Discussion page. &lt;br /&gt;
&lt;br /&gt;
: Because TFTD and UFO share a lot of the same mechanics, there would be a lot of unnecessary duplication if we were to write up articles for it that are already available in the UFO articles. Therefore we mainly include articles that cover topics that are unique to TFTD, like the weapons, door opening, aliens, etc. General mechanics like how damage works or how experience is earned is identical to UFO&#039;s, so there&#039;s no need to duplicate them. What sections do you think need improving or what sections do we need to add? The more input the better. &lt;br /&gt;
&lt;br /&gt;
: Regarding consciousness, have you checked the [[Unconscious]] article? I think we might need to redo that article bit and perhaps add a few illustrations. One note about the difference between UFO and TFTD with the visual appearance of a unit recovered with a medikit needs to go in there too if it hasn&#039;t already. Oh well. - [[User:NKF|NKF]] 22:54, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: PS, to sign your messages in the discussion pages, put four tilde&#039;s &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; anywhere you want to insert your name and the timestamp.&lt;br /&gt;
&lt;br /&gt;
== same questions ==&lt;br /&gt;
&lt;br /&gt;
Thank you for answer. I been somwhat incorrect in my english. I didnt mean what TFTD pages are bad or what they lose reduntand UFO1 information. All they lack are only slightly wrongly described alien&#039;s dangers levels (one of most dangerous creatures cant be low treat, and least dangerous one medium) and lack of mission types what only TFTD have. Also i readed &amp;quot;Unconscious@ article few times, stiil cant find only how to use medkit and no word about what generally need for stunned person to rise. From that follow advices to grenade stunned chryssalids and so on. &lt;br /&gt;
&lt;br /&gt;
PS. Oh, yes, and whats wrong with door openings?&lt;br /&gt;
[[User:Derrida|Derrida]] 08:59, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A unit falls unconscious when the stun bar is equal or greater than the unit&#039;s remaining health points. If it&#039;s under that, the unit will be awake. &lt;br /&gt;
&lt;br /&gt;
: To wake a soldier up, you have to reduce the stun level by either waiting for the stun to wear off, 1 point per turn, or use stimulants on a medikit. Looks like the TFTD section doesn&#039;t have its own medikit page, but UFO&#039;s [[Medi-Kit]] section explains how to use it, as they are identical. Basically, if the unit is unconscious, the medic must stand on top of the unconscious unit and use stimulants (the second choice) until the unconscious soldier wakes up. When the unconscious unit wakes up, they&#039;ll appear to the north of the medic.  &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s stun weapons are much more powerful than in TFTD, so you often have to use a lot of stimulants to wake a person up. &lt;br /&gt;
&lt;br /&gt;
: TFTD&#039;s unique because it allows you to open doors by right clicking them - and it&#039;s a free action so you won&#039;t spend any TUs to do it. UFO cannot do this (except the Playstation version). &lt;br /&gt;
&lt;br /&gt;
: As for the threat levels of the aliens - I agree, some should be reclassified. Personally I&#039;d move the Gill-Men and Calcinite up to medium threat - all the current medium level threats look just about right though. What are your suggestions?  &lt;br /&gt;
&lt;br /&gt;
: Hang on, why are there so many references to vibroblades in the overview article? That can&#039;t be right. I&#039;ll have to update that later on. - [[User:NKF|NKF]] 15:05, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Nonono. I mean what if unit&#039;s stun damage falled below it&#039;s HP, and no one stand in tile it lying, it will never rise. Medkits not the point. No stunned aliens or soldiers will rise if no one will end turn on it, or take it to inventory/hand. I tried to say this. Maybe it been different in UFO1 (as with doors, i thought what doors always open by right click, and in UFO1 too (btw cant find about door opening anywere in wiki)), but in TFTD it means what you dont have to bother with stunned tentaculats etc to rise after stun if you do not stand on it, or try to move it in backpack/hand. Same with soldiers, you can click zillion turns, but they will never rise until someone stand on it. Without this game must be horrible with all this undying lobsters awake afer you pass them.&lt;br /&gt;
With danger level id suggest this:  Harmless: hallucinoid; deep one; Low: gillmen; aquatoid; Meduim: zombie; calcinite; bio-drone; lobsterman; xarquid; high: tasoth; triscene; What really matters: tentaculat. In line of growing dangerness. [[User:Derrida|Derrida]] 16:30, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d really like to add a note somewhere obvious about using GIFs for screenshots in the wiki, rather than JPGs. For 256-color images like X-COM uses, GIFs are no larger than JPGs and generally look much better. For example, see the nasty compression artifacts on the terrain maps in the [[Terror ship|Terror Ship]] article. PNGs might work just as well, I&#039;m not sure, but we should really avoid JPGs.&lt;br /&gt;
&lt;br /&gt;
Where would be the best place to mention this? I&#039;m thinking near the top of the main page for visibility, but that might be more clutter than people want. [[User:Phasma Felis|Phasma Felis]] 23:59, 11 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s been dealt with [[User_talk:Zombie#Image_Types|here]] that PNG is the preferred file format of the wiki; however, where to note this...I honestly don&#039;t know. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:37, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: PNG&#039;s reduced to 256 or less colours can be quite the space saver for X-Com screenshots. You can go the extra step and run them through PNG compression programs and somesuch - but they&#039;re pretty good as-is. Jpgs should be reserved for images with a broader range of colours. One place the note could go is in [[Guidelines to writing articles]]. In fact, that section could do with a few extra additions in any case to expand is to that it&#039;s not just covering the composition of the language of the articles, but to cover the creation of the articles. - [[User:NKF|NKF]] 03:04, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting move. ==&lt;br /&gt;
&lt;br /&gt;
Hi guys. It appears I&#039;m still hosting the UFOpaedia - I did discuss moving it to StrategyCore with both Zombie and Pete a while ago and I think I gave them copies of what would be required.&lt;br /&gt;
&lt;br /&gt;
Anyway, I&#039;m moving hosting servers so the UFOpaedia is going to move too. I&#039;m aiming to carry out the transfer on Sunday September 28th at about 8pm GMT+1. Any changes made between this time and the time that the transfer completes may be lost, but hopefully not. Just thought I&#039;d give you guys a bit of notice.&lt;br /&gt;
&lt;br /&gt;
I should point out that I still have no objection to hosting the UFOpaedia on my servers, it&#039;s a great project and you guys have done a bang-up job with it, it&#039;s far surpassed my original intentions :) However, if StrategyCore want to take over hosting to remove the potential &amp;quot;failure point&amp;quot; (i.e. me) then that&#039;s fine and we can give it another shot?&lt;br /&gt;
&lt;br /&gt;
GazChap, 25th September 2008 12:50 GMT+1&lt;br /&gt;
&lt;br /&gt;
:Thanks for the heads-up Gaz-Chap! Sure, StrategyCore is still willing to host the UFOpaedia. Sorry things didn&#039;t quite work out the last time we talked. Pete needs to be constantly reminded to do things as he&#039;s easily distracted. I&#039;ll try and start a fire under his bum to get the ball rolling again. --[[User:Zombie|Zombie]] 07:14, 25 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Hosting has now been moved to StrategyCore. Cheers to Pete and Zombie for sorting it out. GazChap, 11:28, 1 October 2008 (GMT+1)&lt;br /&gt;
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::: There may be a slight problem with caching of the temporary holding page (&amp;quot;coming back soon&amp;quot;. On some browsers I&#039;m using (not all), the temporary page is still up and you can&#039;t see the UFOPaedia site. [[User:Spike|Spike]] 17:48, 1 October 2008 (CDT)&lt;br /&gt;
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::The new website address is quite likely still propagating out through DNS, since we moved hosts.  So that&#039;s just the nature of the internet and should be gone in a day or two.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:06, 1 October 2008 (CDT)&lt;br /&gt;
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:Most browsers seem to allow a full page refresh via Ctrl + F5. There&#039;s also an option re caching under the Misc section of your Preferances - I had to disable it ages ago &#039;cause it was always failing to show me page changes... - [[User:Bomb Bloke|Bomb Bloke]] 21:54, 1 October 2008 (CDT)&lt;br /&gt;
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Sorry about the downtime everyone. The bandwidth limit wasn&#039;t set high enough after the recent change in hosting and basically didn&#039;t allow access. I contacted Pete and he fixed the issue. Good to catch these issues earlier rather than later. --[[User:Zombie|Zombie]] 15:11, 15 October 2008 (CDT)&lt;br /&gt;
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=== 14 March 2009 ===&lt;br /&gt;
&lt;br /&gt;
Zombie mentioned that Pete may be moving the server this weekend. I&#039;m getting lots of errors and more or less unable to make updates to the site. Probably this is to do with the server move. [[User:Spike|Spike]] 19:14, 14 March 2009 (EDT)&lt;br /&gt;
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:Apparently the move has been complete most of the day. So if you guys continue to have problems, please contact me and I&#039;ll relay it over to Pete. I&#039;m not experiencing any problems though. --[[User:Zombie|Zombie]] 21:34, 14 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 500 Internal error ==&lt;br /&gt;
&lt;br /&gt;
This seems to occur whenever I edit a subsection on a page, and I click the edit button on the TOP of the page instead of the edit button next to the subsection title. So, if you wanna avoid this error, try using the button which only edits that subsection... [[User:Jasonred|Jasonred]] 05:40, 21 March 2009 (EDT)&lt;br /&gt;
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:Already been tried.  Doesn&#039;t work any better.  UFOpaedia admin is on it, I&#039;ve been told.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:05, 21 March 2009 (EDT)&lt;br /&gt;
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:: Pete&#039;s finished his latest round of changes. Give it another go. - [[User:Bomb Bloke|Bomb Bloke]] 22:12, 21 March 2009 (EDT)&lt;br /&gt;
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== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
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I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
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I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
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: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
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::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
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:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
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::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
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:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
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==Terminology==&lt;br /&gt;
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===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
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I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
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===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
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Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
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== Humor and Flavour Text ==&lt;br /&gt;
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GEH!!! This whole issue is taking on a life of it&#039;s own. On one hand, yes, I can see the allure of ufopedia being a serious informative site. On the other hand, there&#039;s the &amp;quot;fun&amp;quot; factor... When you get right down to it, Xcom is actually a rather simplistic game in terms of storyline, and storyline interactivity, so we REALLY have to make up our own, otherwise the game degenerates into &amp;quot;capture this technology, research research, shoot shoot. MC = win game&amp;quot;. The ingame UFOpedia is great, but it&#039;s limited to several paragraphs to describe an entire race of creatures, and 2-3 lines to describe the horror of Blaster Bombs and such. ... I vote that this online UFOpedia becomes everything that the ufopedia in-game was missing... let&#039;s have something that ENTERTAINS as well as giving good accurate information!&lt;br /&gt;
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I&#039;ll wait for the votes to come in before touching anything else. I agree with you guys, the Lobstermen and other aquatic aliens getting eaten is something that is VERY much a part of the X-com community&#039;s culture... it should go into the UFOpedia. [[User:Jasonred|Jasonred]] 04:00, 13 March 2009 (CDT)&lt;br /&gt;
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: I&#039;ve nothing against humour. All for it. In fact I&#039;d very much like to see more of that so that definitely gets my vote. A few light hearted moments in between all the seriousness does wonders. Perhaps not when you&#039;re getting into the particulars, but the descriptions or opening paragraphs that don&#039;t get into deep detail could be livened up a little. In moderation, of course! &lt;br /&gt;
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: However, the hard part is deciding on the line between being humorous within the confines of what&#039;s available (yes, funny discussions amongst the troops about eating lobstermen after battle instead of selling it could count towards that), and then there&#039;s making stuff up.  Apologies to Morken for borrowing an example from his on-going graphic novel: explaining the alien&#039;s general idiocy/sportsmanship through their strong belief in the tenets of Amgoth. Highly amusing, but not part of the story. Granted, I don&#039;t think we&#039;ve got anything like that on the wiki, but you never know. &lt;br /&gt;
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: In any case, a good mental exercise for the writers. -[[User:NKF|NKF]] 05:14, 13 March 2009 (CDT)&lt;br /&gt;
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My two cents then: I like the humour, anecdotes, flavour and fan fiction but I think the main purpose of UFOPaedia is informational and that should not be compromised. I like the little touches of humour, and I&#039;ve been known to attempt them myself. But humour and anecdotes should be kept brief and supplementary - e.g. one-liners and wry observations at the end of a section. Non-canonical flavour text and fan fiction (especially) should be kept clearly separate and distinguishable. Someone reading the site with no prior knowledge of XCOM should be able to tell right away what is factual vs what is humour or speculation/imagination. Not quite sure how to do that - maybe by using sidebars, the Humour category... ok ran out of ideas there already. Maybe we need an &amp;quot;official&amp;quot; font for reproducing canonical, in-game flavour text, so it stands out. Not sure. &lt;br /&gt;
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Also, humour, anecdote and flavour are much more subjective than fact. What one person thinks is funny, others may not. So non-factual content may just get edited out unless a lot of people agree that it&#039;s funny/cool/interesting etc - in fact that&#039;s probably already happening. Maybe a good idea is to make the jokes on the Talk pages, and if they are found to be universally funny, move them on to the main articles later - pretty much the same as factual content in fact? [[User:Spike|Spike]] 05:19, 13 March 2009 (CDT)&lt;br /&gt;
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: I&#039;m certain that we would all agree that the wiki is first and foremost an informative site. We needn&#039;t go so far as to point out to the readers what is or isn&#039;t. That would be overdoing it. A dash of humour anywhere we can get away with it without compromising the message, facts or turn it into fan fiction is really all that&#039;s required and can be more effective. Like spices, the right amount can add to the flavour of a dish. Too much and it just ruins it. &lt;br /&gt;
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:Now a little creative writing to make the articles (with or without the humour) more captivating to the reader and less like text-books will certainly go a long way. But then again, I believe that we&#039;ve always attempted to do this. -[[User:NKF|NKF]] 06:04, 13 March 2009 (CDT)&lt;br /&gt;
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:: I agree with NKF&#039;s point here regarding humor. But, concerning fanfic, to make up and add things that aren&#039;t on the original UFOPaedias or the History distributed with Interceptor is to take too much liberty with the original material (in regards with fan fiction). Just because it gets discussed in the forums at strategycore or xcomufo or that it is mentioned in someone&#039;s fanfic doesn&#039;t mean that it should be taken as a fact, regardless of the argument that the game story belongs to its fans/players. The game belongs to all of them and quite frankly we are quite a minority (although a very loyal one) regarding that. [[User:Hobbes|Hobbes]] 21:58, 2 April 2009 (EDT)&lt;br /&gt;
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I personally hate the in-game perspective of some articles. I come to this page mainly to get information, not cheesy stories somebody made up. How about splitting it into two wikis? A serious one in the style of a guide book and a fan-fic one full of funny stories and made up background information? [[User:RedNifre|RedNifre]] 07:55, 10 May 2009 (EDT)&lt;br /&gt;
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: That&#039;s why we&#039;ve got the Field Manual, which is all fiction. The rest should be as fan-fiction free as possible, and any light hearted bits in the non-essential text  shouldn&#039;t affect the game mechanics explanations (which I feel is the wiki&#039;s star aspect). Much of what fiction there (all the non-canon stuff) is a throwback to when we first started and were populating the wiki before we started developing article standards. If you think there&#039;s anything that can be done better, we can easily sort that out.  -[[User:NKF|NKF]] 08:53, 10 May 2009 (EDT)&lt;br /&gt;
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==XML dumps available?==&lt;br /&gt;
Hello guys! Kudos for creating this amazing wiki!&lt;br /&gt;
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I have some ideas and I&#039;d like to test them on an XML dump of ufopaedia, since it&#039;s a small but interesting wiki. Do you offer the dumps for download somewhere (like wikipedia does)? That would be absolutely fantastic. :) [[User:RedNifre|RedNifre]] 10:23, 2 May 2009 (EDT)&lt;br /&gt;
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:Do you mean [[Special:Export]]? --[[User:Zombie|Zombie]] 20:31, 2 May 2009 (EDT)&lt;br /&gt;
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::I&#039;m not sure if that export page does the job. It seems that it only allows downloading a list of articles I have to type in. What I want is ALL articles of Ufopaedia in XML, be it one file per article or one file for all articles(which I would prefer, since that is what Wikipedia provides and I&#039;d like my software to work with all wikis). You can see what Wikipedia offers here [[http://download.wikimedia.org/]] and here [[http://download.wikimedia.org/enwiki/20090501/]]. Thanks! [[User:RedNifre|RedNifre]] 23:19, 2 May 2009 (EDT)&lt;br /&gt;
::Never mind, I just entered all the relevant categories into the export page and got the XML file I was looking for (Downloading only the files relevant to playing X-COM 1 results in 1.5MB of XML). Thanks! [[User:RedNifre|RedNifre]] 11:21, 4 May 2009 (EDT)&lt;br /&gt;
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More problems! Since &amp;quot;Special:Export&amp;quot; seems to only allow categories it is impossible to download articles that have no category (e.g. &amp;quot;civilian&amp;quot;). I see two ways how you could fix this: Add an option &amp;quot;Include all uncategorized articles to export&amp;quot; to the export page or put every article in categories. Or run a script that puts every article without category in a &amp;quot;Other&amp;quot; category. [[User:RedNifre|RedNifre]] 07:26, 10 May 2009 (EDT)&lt;br /&gt;
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== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
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:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
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:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
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::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
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: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Diegoba</name></author>
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