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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T09:13:58Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=User:EsTeR&amp;diff=121627</id>
		<title>User:EsTeR</title>
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		<updated>2025-04-14T06:36:02Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: get fucked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...bunch of sickos round here.&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121626</id>
		<title>User talk:Magic9mushroom</title>
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		<updated>2025-04-14T06:35:17Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: I AM OUT OF HERE PERMANENTLY&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
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Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
&lt;br /&gt;
HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121600</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121600"/>
		<updated>2025-04-13T05:37:56Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: a reply&lt;/p&gt;
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&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
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Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
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:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
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I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
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:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
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:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
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== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
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Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
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== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
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== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
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::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
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Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
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== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
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:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121540</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121540"/>
		<updated>2025-04-10T13:41:30Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=121517</id>
		<title>Valkyrie Interceptor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=121517"/>
		<updated>2025-04-09T11:53:29Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page to relevance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Valkyrie is the standard military vehicle manufactured by Marsec. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to Mars and beyond.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Valkyrie-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkyrie Interceptor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_valkyrie_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $75,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 13&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 2&lt;br /&gt;
* Weapon Slots: 2&lt;br /&gt;
* Weapons: 1x [[Lancer 7000 Laser Gun (Apocalypse)|Lancer]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]]&lt;br /&gt;
* Engine: [[SD_Turbo_(Apocalypse)|SD Turbo]]&lt;br /&gt;
* Constitution: 280&lt;br /&gt;
* Armour&amp;amp;sup3;: 4/6/6/6/8/6&lt;br /&gt;
* Chassis Weight: 3000&lt;br /&gt;
* Passengers: 8&lt;br /&gt;
* Module Slots: 12&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 8&lt;br /&gt;
* Score: 150&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-Valkyrie-(Apocalypse).png|left]]&lt;br /&gt;
A heavy duty combat vehicle for long range attack or use as a troop transporter.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded but is limited by only two weapon slots for such an expensive vehicle. Armour is slightly stronger in the rear for resistance to missile attack but due to its physical size, the chassis is slow when turning in dog-fights.&amp;lt;br&amp;gt;&lt;br /&gt;
The module slots are optimised for three modules (1x passenger, 1xcargo, 1xbio-tranport) which ideally makes this vehicle an armed transporter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;otimes; A newly purchased Valkyrie Interceptor does not come with any modules installed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Valkyrie-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Elite_(Apocalypse)|SD Elite]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 14&lt;br /&gt;
* Acceleration: 4&lt;br /&gt;
&#039;&#039;&#039;[[SD_Special_(Apocalypse)|SD Special]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=121516</id>
		<title>Hoverbike (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=121516"/>
		<updated>2025-04-09T11:52:30Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page to relevance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The unusual Hoverbike with &#039;side car&#039; is used for military purposes or for the personal pleasure of wayward youth who enjoy speed and altitude. Its good power to weight ratio means that this is the most maneuverable air vehicle but it can only carry light armaments. The Hoverbike can be a valuable means of transport for the Agent on investigative missions where speed of response is essential.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-HovBikeV2-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoverbike&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_hoverbike_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $5,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 14&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 4&lt;br /&gt;
* Weapon Slots: 1&lt;br /&gt;
* Weapons: 1x [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]]&lt;br /&gt;
* Engine: [[SD Standard (Apocalypse)|SD Standard]]&lt;br /&gt;
* Constitution: 25&lt;br /&gt;
* Armour&amp;amp;sup3;: 1/1/1/1/1/1&lt;br /&gt;
* Chassis Weight: 100&lt;br /&gt;
* Passengers: 2&lt;br /&gt;
* Module Slots: 1&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Score: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Craft-Title-Hoverbike-(Apocalypse).png|left]]&lt;br /&gt;
A small, fast, and light duty combat vehicle for swarming a UFO. Cautious Attitude is best if wanting to preserve the bike since armour and constitution are low. This craft is typical used for attack and not for agent mission transport.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded to the best standard weapon, the [[Lineage_Plasma_Cannon_(Apocalypse)|Lineage Plasma Cannon]], but the vunerability of the bike to missile attack may end up being an epensive error. The [[Light_Weapons_Control_(Apocalypse)|Light Weapons Control]] module is designed for this chassis.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Hoverbike-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Deluxe_(Apocalypse)|SD Deluxe]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&#039;&#039;&#039;[[SD_Sports_(Apocalypse)|SD Sports]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 16&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Phoenix_Hovercar_(Apocalypse)&amp;diff=121515</id>
		<title>Phoenix Hovercar (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Phoenix_Hovercar_(Apocalypse)&amp;diff=121515"/>
		<updated>2025-04-09T11:51:13Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page to relevance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Phoenix is manufactured by Marsec mainly for military purposes. This sleek but rugged vehicle is used for reconnaissance in dangerous environments such as the Mars colony. A variety of weapon and engine configurations can be used and a well equipped Phoenix is more than a match for a police Hovercar.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Phoenix-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Hovercar&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_phoenix_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $12,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 12&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 4&lt;br /&gt;
* Weapon Slots: 2&lt;br /&gt;
* Weapons: 1x [[Bolter 4000 Laser Gun (Apocalypse)|Bolter]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]]&lt;br /&gt;
* Engine: [[SD Sports (Apocalypse)|SD Sports]]&lt;br /&gt;
* Constitution: 70&lt;br /&gt;
* Armour&amp;amp;sup3;: 4/4/4/4/4/4&lt;br /&gt;
* Chassis Weight: 700&lt;br /&gt;
* Passengers: 4&lt;br /&gt;
* Module Slots: 4&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 15&lt;br /&gt;
* Score: 40&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; Armour values are for: Top/Front/Left/Right/Rear/Bottom &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-Phoenix-(Apocalypse).png|left]]&lt;br /&gt;
A medium duty combat vehicle for general attack or for agent transport when using a small squad.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded for a mix of guns or missiles in support of Hoverbike swarms but due to its slower speed, acceleration - even with the best engine, the hovercar is vunerable to missiles.&amp;lt;br&amp;gt;&lt;br /&gt;
The chassis can mount a [[Small_Disruption_Shield_(Apocalypse)|small shield]] which almost triples its constitution which allows it to retain its usefulness as a combat vehicle until hybrid craft are invented.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Phoenix-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Turbo_(Apocalypse)|SD Turbo]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 13&lt;br /&gt;
* Acceleration: 8&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hawk_Air_Warrior_(Apocalypse)&amp;diff=121514</id>
		<title>Hawk Air Warrior (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hawk_Air_Warrior_(Apocalypse)&amp;diff=121514"/>
		<updated>2025-04-09T11:49:49Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page to relevance - incorrect information removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Hawk is essentially a heavy weapons platform capable of carrying a significant payload. It is the most powerful vehicle manufactured by Marsec and should be the first line of defense against any invasion force, wherever it comes from.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-HawkAir-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hawk Air Warrior&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_hawk_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $100,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 14&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 2&lt;br /&gt;
* Weapon Slots: 3&lt;br /&gt;
* Weapons: 1x [[Rendor Plasma Gun (Apocalypse)|Rendor]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]], 1x [[Prophet Missile Array (Apocalypse)|Prophet]]&lt;br /&gt;
* Engine: [[SD Elite (Apocalypse)|SD Elite]]&lt;br /&gt;
* Constitution: 460&lt;br /&gt;
* Armour&amp;amp;sup3;: 5/5/7/7/15/7&lt;br /&gt;
* Chassis Weight: 5000&lt;br /&gt;
* Passengers: 10&lt;br /&gt;
* Module Slots: 16&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 2&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 6&lt;br /&gt;
* Score: 250&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-HawkAir-(Apocalypse).png|left]]&lt;br /&gt;
A super-heavy duty combat vehicle for dominance of the local airspace.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded to use [[Laser_Defense_Array_(Apocalypse)|anti-missile defence systems]] or to use the powerful [[Medium_Disruptor_Beam_(Apocalypse)|Medium Disruptor Beam]] or [[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor_Bomb_Launcher]].&amp;lt;br&amp;gt;&lt;br /&gt;
An expensive vehicle which has strong armour in the rear for resistance to missile attack but due to its physical size, the chassis is very slow when turning in dog-fights. This can overwhelm the vehicle resulting in heavy damage if used singularly.&amp;lt;br&amp;gt;&lt;br /&gt;
The module slots can fit four [[Small_Disruption_Shield_(Apocalypse)|small shields]], and along with powerful armaments, can destroy medium and light UFOs quickly before sustaining heavy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If used as a troop transport, the modules (2x passenger, 1xcargo, 1xbio-tranport) enables a large X-Com force to cleanup alien infestations within Mega-Primus.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-HawkAir-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Special_(Apocalypse)|SD Special]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:EsTeR&amp;diff=121513</id>
		<title>User:EsTeR</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:EsTeR&amp;diff=121513"/>
		<updated>2025-04-09T11:46:15Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: UPDATE2025 - I hoped it was all concluded... obviously not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IT IS DONE.&lt;br /&gt;
&lt;br /&gt;
...no, really!&lt;br /&gt;
&lt;br /&gt;
Is there anymore more to do besides minor stuff like speeling, building fighting tactics in-fill (blarch!) and the nasty one: testing weapon control modules? (I&#039;m not doing it, I tried, but too many variables and I don&#039;t do code)&lt;br /&gt;
&lt;br /&gt;
I think all the bugs have been found in Apocalypse. Almost &#039;&#039;&#039;50%&#039;&#039;&#039; found by me - thats my claim to fame! ...and that I invented stun raiding last century!. &lt;br /&gt;
&lt;br /&gt;
All apoc pages have maximal in-fill mefinks (TB nope) but can they ever be complete? Is there still a tactic missing?&lt;br /&gt;
&lt;br /&gt;
My OCD-brain-dump is close to empty. Notes and scribbles from many others on ICQ and BBS over the years - thx.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve saved all the apoc pages as full html and also the edit-page text-versions of this whole apoc section so it is not lost if ufopedia waffs away or others edit this apoc section back into the junker that it was... &#039;ave yer fil. &lt;br /&gt;
&lt;br /&gt;
Nothing more to add... its been fun.&lt;br /&gt;
&lt;br /&gt;
Goodbye,&lt;br /&gt;
&lt;br /&gt;
Tony.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t do the blue chicken dance!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;abandoned Dec23 - any further input with &#039;&#039;&#039;EsTeR&#039;&#039;&#039; account is not me - account inactive.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE APRIL 2025&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A friend gave me a heads-up that people are bad-mouthing me on certain social sites pertaining to X-COM series and so I take a look around and find this little gem:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One notable goal is to unfuck the Apocalypse section. An enthusiastic editor called EsTeR decided to unilaterally revamp everything over community objections, and while he did some good work he ruined a large number of articles. It&#039;s a mammoth task to figure out what to do with the mess.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magic9mushroom, you STILL don&#039;t get it? Are you sooo damn butthurt that you could not &#039;be a wiki-dragon&#039; (oops, now &#039;orge&#039;)&amp;amp;Dagger; with Apocalypse section? If you the think the apoc section was better before I re-vamped the whole sub-site into uniformness, relevance, and ease of navigation, then you are delusional - there is no other explaination. I know why you are having a dummy-spit because YOU didn&#039;t do it and now have a grievance to me. Quit your petty revenge along with the so-called &#039;community objections&#039; of &amp;quot;Magic9mushroom and Darkpast&amp;quot; (are you two joined at the hip?). Hobbes even made a positive comment of my efforts a while back and yet you STILL think that I &amp;quot;ruined a large number of articles&amp;quot;. What is wrong with the Law Pistol article? What is wrong with the Chrysalis article? ...NOTHING, but you decided to roll back the page to Darkpast&#039;s version (which is quite bland) because you, or him, seem to have had a sook.&lt;br /&gt;
&lt;br /&gt;
...and now you&#039;re an admin? LOLZ&lt;br /&gt;
&lt;br /&gt;
Change to pages back to what they were and STOP INJECTING your arrogance to try and spite me. You are not doing something positive in this apoc section but only harming the larger community as a whole.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;Dagger; grow up! &lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:EsTeR&amp;diff=117631</id>
		<title>User:EsTeR</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:EsTeR&amp;diff=117631"/>
		<updated>2023-12-04T21:53:34Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: IT IS DONE. There is nothing more that I can add - signing off - goodbye all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IT IS DONE.&lt;br /&gt;
&lt;br /&gt;
...no, really!&lt;br /&gt;
&lt;br /&gt;
Is there anymore more to do besides minor stuff like speeling, building fighting tactics in-fill (blarch!) and the nasty one: testing weapon control modules? (I&#039;m not doing it, I tried, but too many variables and I don&#039;t do code)&lt;br /&gt;
&lt;br /&gt;
I think all the bugs have been found in Apocalypse. Almost &#039;&#039;&#039;50%&#039;&#039;&#039; found by me - thats my claim to fame! ...and that I invented stun raiding last century!. &lt;br /&gt;
&lt;br /&gt;
All apoc pages have maximal in-fill mefinks (TB nope) but can they ever be complete? Is there still a tactic missing?&lt;br /&gt;
&lt;br /&gt;
My OCD-brain-dump is close to empty. Notes and scribbles from many others on ICQ and BBS over the years - thx.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve saved all the apoc pages as full html and also the edit-page text-versions of this whole apoc section so it is not lost if ufopedia waffs away or others edit this apoc section back into the junker that it was... &#039;ave yer fil. &lt;br /&gt;
&lt;br /&gt;
Nothing more to add... its been fun.&lt;br /&gt;
&lt;br /&gt;
Goodbye,&lt;br /&gt;
&lt;br /&gt;
Tony.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t do the blue chicken dance!&lt;br /&gt;
&lt;br /&gt;
abandoned Dec23 - any further input with &#039;&#039;&#039;EsTeR&#039;&#039;&#039; account is not me - account inactive.&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Gamer500018&amp;diff=117629</id>
		<title>User:Gamer500018</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Gamer500018&amp;diff=117629"/>
		<updated>2023-12-04T17:37:53Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yo. I&#039;m an XCOM fan who&#039;s been using this wiki as a guide for a long while. Noticed that the Apocalypse pages were being vandalised by some entitled troll, so I decided to fix em.&lt;br /&gt;
&lt;br /&gt;
=Hello=&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
Only change pages which need corrections or additions. A certain look and format have been implemented across all pages for clarity and readability. Please do not make changes to pages unless needed.&lt;br /&gt;
&lt;br /&gt;
We welcome you to our little community of X-COM fanatics. &lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
Ah, it&#039;s the aforementioned troll.&lt;br /&gt;
&lt;br /&gt;
We had a perfectly fine format with much more information before you came along. I preferred it that way, so I&#039;m putting it back.&lt;br /&gt;
&lt;br /&gt;
Regards, &lt;br /&gt;
&lt;br /&gt;
Gamer&lt;br /&gt;
&lt;br /&gt;
:Oh! Troll? I sense that you are a puppetmaster, Darkpast. Grow up.&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=117622</id>
		<title>Hoverbike (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=117622"/>
		<updated>2023-12-04T13:28:02Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page: Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The unusual Hoverbike with &#039;side car&#039; is used for military purposes or for the personal pleasure of wayward youth who enjoy speed and altitude. Its good power to weight ratio means that this is the most maneuverable air vehicle but it can only carry light armaments. The Hoverbike can be a valuable means of transport for the Agent on investigative missions where speed of response is essential.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-HovBikeV2-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoverbike&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_hoverbike_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $5,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 14&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 4&lt;br /&gt;
* Weapon Slots: 1&lt;br /&gt;
* Weapons: 1x [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]]&lt;br /&gt;
* Engine: [[SD Standard (Apocalypse)|SD Standard]]&lt;br /&gt;
* Constitution: 25&lt;br /&gt;
* Armour&amp;amp;sup3;: 1/1/1/1/1/1&lt;br /&gt;
* Chassis Weight: 100&lt;br /&gt;
* Passengers: 2&lt;br /&gt;
* Module Slots: 1&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Score: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Craft-Title-Hoverbike-(Apocalypse).png|left]]&lt;br /&gt;
A small, fast, and light duty combat vehicle for swarming a UFO. Cautious Attitude is best if wanting to preserve the bike since armour and constitution are low. This craft is typical used for attack and not for agent mission transport.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded to the best standard weapon, the [[Lineage_Plasma_Cannon_(Apocalypse)|Lineage Plasma Cannon]], but the vunerability of the bike to missile attack may end up being an epensive error. The [[Light_Weapons_Control_(Apocalypse)|Light Weapons Control]] module is designed for this chassis.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Hoverbike-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Deluxe_(Apocalypse)|SD Deluxe]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&#039;&#039;&#039;[[SD_Sports_(Apocalypse)|SD Sports]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 16&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Phoenix_Hovercar_(Apocalypse)&amp;diff=117621</id>
		<title>Phoenix Hovercar (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Phoenix_Hovercar_(Apocalypse)&amp;diff=117621"/>
		<updated>2023-12-04T13:26:51Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page: vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Phoenix is manufactured by Marsec mainly for military purposes. This sleek but rugged vehicle is used for reconnaissance in dangerous environments such as the Mars colony. A variety of weapon and engine configurations can be used and a well equipped Phoenix is more than a match for a police Hovercar.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Phoenix-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenix Hovercar&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_phoenix_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $12,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 12&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 4&lt;br /&gt;
* Weapon Slots: 2&lt;br /&gt;
* Weapons: 1x [[Bolter 4000 Laser Gun (Apocalypse)|Bolter]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]]&lt;br /&gt;
* Engine: [[SD Sports (Apocalypse)|SD Sports]]&lt;br /&gt;
* Constitution: 70&lt;br /&gt;
* Armour&amp;amp;sup3;: 4/4/4/4/4/4&lt;br /&gt;
* Chassis Weight: 700&lt;br /&gt;
* Passengers: 4&lt;br /&gt;
* Module Slots: 4&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 15&lt;br /&gt;
* Score: 40&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; Armour values are for: Top/Front/Left/Right/Rear/Bottom &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-Phoenix-(Apocalypse).png|left]]&lt;br /&gt;
A medium duty combat vehicle for general attack or for agent transport when using a small squad.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded for a mix of guns or missiles in support of Hoverbike swarms but due to its slower speed, acceleration - even with the best engine, the hovercar is vunerable to missiles.&amp;lt;br&amp;gt;&lt;br /&gt;
The chassis can mount a [[Small_Disruption_Shield_(Apocalypse)|small shield]] which almost triples its constitution which allows it to retain its usefulness as a combat vehicle until hybrid craft are invented.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Phoenix-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Turbo_(Apocalypse)|SD Turbo]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 13&lt;br /&gt;
* Acceleration: 8&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=117620</id>
		<title>Valkyrie Interceptor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=117620"/>
		<updated>2023-12-04T13:25:29Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: restored page: Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Valkyrie is the standard military vehicle manufactured by Marsec. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to Mars and beyond.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Valkyrie-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkyrie Interceptor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_valkyrie_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $75,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 13&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 2&lt;br /&gt;
* Weapon Slots: 2&lt;br /&gt;
* Weapons: 1x [[Lancer 7000 Laser Gun (Apocalypse)|Lancer]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]]&lt;br /&gt;
* Engine: [[SD_Turbo_(Apocalypse)|SD Turbo]]&lt;br /&gt;
* Constitution: 280&lt;br /&gt;
* Armour&amp;amp;sup3;: 4/6/6/6/8/6&lt;br /&gt;
* Chassis Weight: 3000&lt;br /&gt;
* Passengers: 8&lt;br /&gt;
* Module Slots: 12&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 1&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 8&lt;br /&gt;
* Score: 150&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-Valkyrie-(Apocalypse).png|left]]&lt;br /&gt;
A heavy duty combat vehicle for long range attack or use as a troop transporter.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded but is limited by only two weapon slots for such an expensive vehicle. Armour is slightly stronger in the rear for resistance to missile attack but due to its physical size, the chassis is slow when turning in dog-fights.&amp;lt;br&amp;gt;&lt;br /&gt;
The module slots are optimised for three modules (1x passenger, 1xcargo, 1xbio-tranport) which ideally makes this vehicle an armed transporter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;otimes; A newly purchased Valkyrie Interceptor does not come with any modules installed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-Valkyrie-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Elite_(Apocalypse)|SD Elite]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 14&lt;br /&gt;
* Acceleration: 4&lt;br /&gt;
&#039;&#039;&#039;[[SD_Special_(Apocalypse)|SD Special]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 10&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Gamer500018&amp;diff=117619</id>
		<title>User:Gamer500018</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Gamer500018&amp;diff=117619"/>
		<updated>2023-12-04T13:22:23Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: Hello and Welcome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yo. I&#039;m an XCOM fan who&#039;s been using this wiki as a guide for a long while. Noticed that the Apocalypse pages were being vandalised by some entitled troll, so I decided to fix em.&lt;br /&gt;
&lt;br /&gt;
=Hello=&lt;br /&gt;
&lt;br /&gt;
Hello and welcome to ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
Only change pages which need corrections or additions. A certain look and format have been implemented across all pages for clarity and readability. Please do not make changes to pages unless needed.&lt;br /&gt;
&lt;br /&gt;
We welcome you to our little community of X-COM fanatics. &lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hawk_Air_Warrior_(Apocalypse)&amp;diff=117618</id>
		<title>Hawk Air Warrior (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hawk_Air_Warrior_(Apocalypse)&amp;diff=117618"/>
		<updated>2023-12-04T13:08:06Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: Undo revision 117613 by Gamer500018 (talk) Don&amp;#039;t change the format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The Hawk is essentially a heavy weapons platform capable of carrying a significant payload. It is the most powerful vehicle manufactured by Marsec and should be the first line of defense against any invasion force, wherever it comes from.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-HawkAir-(Apocalypse).png|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hawk Air Warrior&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_hawk_icon.png|left|50 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Buyable: Yes&lt;br /&gt;
* Base Price: $100,000&lt;br /&gt;
* Top Speed&amp;amp;sup1;: 14&lt;br /&gt;
* Acceleration&amp;amp;sup2;: 2&lt;br /&gt;
* Weapon Slots: 3&lt;br /&gt;
* Weapons: 1x [[Rendor Plasma Gun (Apocalypse)|Rendor]], 1x [[Janitor Missile Array (Apocalypse)|Janitor]], 1x [[Prophet Missile Array (Apocalypse)|Prophet]]&lt;br /&gt;
* Engine: [[SD Elite (Apocalypse)|SD Elite]]&lt;br /&gt;
* Constitution: 460&lt;br /&gt;
* Armour&amp;amp;sup3;: 5/5/7/7/15/7&lt;br /&gt;
* Chassis Weight: 5000&lt;br /&gt;
* Passengers: 10&lt;br /&gt;
* Module Slots: 16&lt;br /&gt;
* Style: Air&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Available: Week 2&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 6&lt;br /&gt;
* Score: 250&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;amp;sup1; top speed with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; acceleration with default layout&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; armour values: Top/Front/Left/Right/Rear/Under&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Title-HawkAir-(Apocalypse).png|left]]&lt;br /&gt;
A super-heavy duty combat vehicle for dominance of the local airspace.&amp;lt;br&amp;gt;&lt;br /&gt;
The armament can be upgraded to use [[Laser_Defense_Array_(Apocalypse)|anti-missile defence systems]] or to use the powerful [[Medium_Disruptor_Beam_(Apocalypse)|Medium Disruptor Beam]] or [[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor_Bomb_Launcher]].&amp;lt;br&amp;gt;&lt;br /&gt;
An expensive vehicle which has strong armour in the rear for resistance to missile attack but due to its physical size, the chassis is very slow when turning in dog-fights. This can overwhelm the vehicle resulting in heavy damage if used singularly.&amp;lt;br&amp;gt;&lt;br /&gt;
The module slots can fit four [[Small_Disruption_Shield_(Apocalypse)|small shields]], and along with powerful armaments, can destroy medium and light UFOs quickly before sustaining heavy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
If used as a troop transport, the modules (2x passenger, 1xcargo, 1xbio-tranport) enables a large X-Com force to cleanup alien infestations within Mega-Primus.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Craft-Layout-HawkAir-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Engine Upgrades - Chassis Only&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[SD_Special_(Apocalypse)|SD Special]]&#039;&#039;&#039;&lt;br /&gt;
* Top Speed: 15&lt;br /&gt;
* Acceleration: 6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Orange_Pad_Re-inforcement_Spawns&amp;diff=117615</id>
		<title>Orange Pad Re-inforcement Spawns</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Orange_Pad_Re-inforcement_Spawns&amp;diff=117615"/>
		<updated>2023-12-04T12:45:30Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: item limits tested inside mega-primus... 500 confirmed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
An informal page of testing item limits.&lt;br /&gt;
&lt;br /&gt;
==Item Limits==&lt;br /&gt;
Mega-Primus battlescape tactical missions have an inventory-item maximum quantity of 500 pieces. Anything that can be placed into an inventory slot is considered: weapons, devices, ammunition, armor, elerium, item spawns, and item drops from the dead, etc..&lt;br /&gt;
&lt;br /&gt;
===Agent Reductions===&lt;br /&gt;
Any agent&#039;s inventory cannot be altered when the game determines how many X-Com agents are permitted to start the mission.&lt;br /&gt;
&lt;br /&gt;
:eg: 20 agents each have 33 grenades and one recharging weapon for a total of 34 items each.&lt;br /&gt;
 500 &amp;amp;divide; 34 = 14.7&lt;br /&gt;
The maximum amount of X-Com agents which can start any tactical mission when carrying 34 items each, is &#039;&#039;&#039;14&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
...with a total item count of &#039;&#039;&#039;476&#039;&#039;&#039;. Other agents will not appear because the total count will go over the 500 item limit. Total unit limit does not matter if it is under 60.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy inventory will be heavily reduced to the remaining 24 items which is spread across their members. Only a few will be given a gun, some ammo, a grenade whereas all others will be completely empty. If a large squad of hostiles is to start the mission, many will have nothing to fight with which may severely impact their combat effectiveness and potency. If spawned items are possible (a raid), further reduction of an enemy&#039;s item allocation quantity is possible.&lt;br /&gt;
&lt;br /&gt;
==Alien Dimension Tests==&lt;br /&gt;
The 500 item limit does not apply in the Alien Dimension. Alien spawns from the &#039;orange-pad-device&#039; will increase the item quantity beyond the limit imposed within Mega-Primus. Further testing is required to find the cut off. 750 seems to be close.&lt;br /&gt;
&lt;br /&gt;
===Tests of Alien Loads And Timers===&lt;br /&gt;
These stress tests used &#039;&#039;Score = 1&#039;&#039; each for gun and alien. Initial Anthropods=6, Gun x6.&amp;lt;br&amp;gt;&lt;br /&gt;
* Agents and loadouts were reduced to the minimum suitable: Agents=8, Lawpistol=1, Cloak=1, Armor=5pieces. 56 total items.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Test1&#039;&#039;&#039;: Spawning Chamber&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gametime: Start 11:32. End=16:27. Last Kill=14:52&amp;lt;br&amp;gt;&lt;br /&gt;
De-Brief:&amp;lt;br&amp;gt;&lt;br /&gt;
:Combat = 733 (less 50 for queen death score) &amp;lt;br&amp;gt;&lt;br /&gt;
:Equipment = 693&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: 683 anthros killed, items easily surpassed the supposed item limit of 500, active combat timer seems to be exact 200minutes, item drop qty does not match with alien death qty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Test2&#039;&#039;&#039;: Maintenance&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gametime: Start 2:21:51. End=8:11. Last Kill=6:21:51&amp;lt;br&amp;gt;&lt;br /&gt;
De-Brief:&amp;lt;br&amp;gt;&lt;br /&gt;
:Combat = 681&amp;lt;br&amp;gt;&lt;br /&gt;
:Equipment = 666&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: 681 anthros killed, items again surpassed limit, active combat timer is exactly 4 hours (240minutes), item drop qty does not match with alien death qty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Test3&#039;&#039;&#039;: Maintenance again&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gametime: Start 2:21:51. End=14:33. Last Kill=6:01:51&amp;lt;br&amp;gt;&lt;br /&gt;
De-Brief:&amp;lt;br&amp;gt;&lt;br /&gt;
:Combat = 668&amp;lt;br&amp;gt;&lt;br /&gt;
:Equipment = 666&amp;lt;br&amp;gt;&lt;br /&gt;
Notes: 668 anthros killed according to score. Add up quantity of aliens killed (8xagent&#039;s kill count from zero) and it becomes 913 kills! So now it looks like Combat rating is not correct versus actual kill count. This is becoming a headache. Items again surpassed limit and are exact as before in Test 1 and 2. Active combat timer is less than 4 hours now, being ~220minutes and also again: item drop qty does not match with alien death qty (913) but it does closely with combat rating 668 vs 666.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Test4&#039;&#039;&#039;: Sleeping Chamber&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Gametime: doesn&#039;t matter since it was corpse recovery test but it lasted a few hours.&amp;lt;br&amp;gt;&lt;br /&gt;
De-Brief:&amp;lt;br&amp;gt;&lt;br /&gt;
:Combat = 704&amp;lt;br&amp;gt;&lt;br /&gt;
:Equipment = 704 &amp;lt;br&amp;gt;&lt;br /&gt;
Notes: Using new setup: Anthros + Brainsucker Launchers(Score=1) with no ammo. Agents x12 with only LawPistol (recharges). No armor, no cloak. 704 kills so far since ended mission early. Items recovered (confirmed at base) = 704 brainsucker launchers + 48 corpses. Scores match now. What is the upper limit to kills since it is confirmed that 60 is the unit/corpse limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Test5&#039;&#039;&#039;: Sleeping Chamber&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 SPAWNS ARE UNLIMITED!!&lt;br /&gt;
...but not without some help. Since it is known that old corpses will be removed if there are too many just before a new spawn appears, there is a way to make spawn unlimited. Equipment dropped by the dead must be destroyed!&amp;lt;br&amp;gt;&lt;br /&gt;
The items on the ground will limit the spawn quantity. This confirms that there is an item limit (unknown exactly): approximately 750 items in total.&amp;lt;br&amp;gt;&lt;br /&gt;
====Setup====&lt;br /&gt;
To make it easy: know which aliens can spawn, each bulding&#039;s timer, face agents towards the center of the battlescape if they are near the map edge.&lt;br /&gt;
* Set up an ambush somewhere at Level One is possible. Level one is preferred since it cannot make craters.&lt;br /&gt;
* Funnel the aliens into this ambush by removing ramps to other accessible areas. Setting up the best location will be guesswork since some aliens just stand around after spawning, and it will depend on the battlescape layout. Skeletoids will limit the ambush effectiveness.&lt;br /&gt;
* Kill them in this ambush zone if possible. An explosion can remove bulk items easily, otherwise a live grenade one over the alien&#039;s pile of dropped stuff every so often.&lt;br /&gt;
* If the aliens stop spawning, it is time for a cleanup of items around the battlescape. Collect them and destroy them.&lt;br /&gt;
* Filling your agents inventory does not work since the item is still present. It must be destroyed if you want spawns to continue.&amp;lt;br&amp;gt;&lt;br /&gt;
* Each destroyed pad is worth one to four more new spawns if wanting to further customise the spawn location to enable an easier ambush!&lt;br /&gt;
* Building your agents attributes to become super-soldiers is not important since &amp;lt;s&amp;gt;cannon-fodder&amp;lt;/s&amp;gt; agents are unlimited in supply within Mega-Primus.&lt;br /&gt;
&lt;br /&gt;
These are ongoing tests whenever...&lt;br /&gt;
&lt;br /&gt;
==Cautions==&lt;br /&gt;
There is a [[Known_Bugs_(Apocalypse)#Spawn_Camping_Crash|critical bug]] which is caused by too many items on the ground regarding overhead view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Known_Bugs_(Apocalypse)|Known Bugs]]&lt;br /&gt;
* [[Alien_Dimension_(Apocalypse)|The Alien Dimension]]&lt;br /&gt;
* [[Alien_Buildings_And_Combat_Tactics|Alien Buildings]]&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Lifeforms]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=117614</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=117614"/>
		<updated>2023-12-04T12:03:45Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: TESTED: item limit and how agents are choosen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;X-Com Apocalypse - Errors, Oddities, &amp;amp; Strange Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...also known as &#039;&#039;&#039;&amp;quot;Bugs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
Apocalypse bugs listed here are divided (loosely) into two main categories: &#039;&#039;Cityscape&#039;&#039; and &#039;&#039;Battlescape&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====When describing any new error:=====&lt;br /&gt;
* Explain briefly what happened, or if you don&#039;t understand it, what you were doing. &lt;br /&gt;
* If you can repeat the bug, describe in concise detail how to make it appear so that others can test it, otherwise it might just be a random glitch.&lt;br /&gt;
* Explain how or what &#039;&#039;you&#039;&#039; did to avoid, or fix, the bug since there may be multiple ways to prevent/fix it.&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;and if you can, explain your method on how to exploit it.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Extra Information=====&lt;br /&gt;
This may help others work on a solution, but is not necessary to include, and completely optional&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
* What game version (EU or US) of physical CD you used, or&lt;br /&gt;
* What digital version (GOG or Steam), or&lt;br /&gt;
* If it is some other version available (eg: game magazine CD, free complilation disk etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; due to privacy.&lt;br /&gt;
&lt;br /&gt;
=====What &#039;&#039;&#039;not&#039;&#039;&#039; to include:=====&lt;br /&gt;
* Modified (modded) games.&lt;br /&gt;
* Burned, illegal or pirated games of any sort whatsoever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Errors, Oddities, &amp;amp; Strange Behaviour=&lt;br /&gt;
&lt;br /&gt;
==Please Insert CD== &amp;lt;!-- FIXES AND SOLUTIONS go at the bottom (the link), this blurb in an intro text to the bug--&amp;gt;&lt;br /&gt;
A transition from cityscape to battlescape may sometimes bring up this message.&amp;lt;br&amp;gt;&lt;br /&gt;
It is an uncommon random occurrence and does not seem to be avoidable. A possible solution is [[Known_Bugs_(Apocalypse)#Please_Insert_CD_Bug|listed below]].&lt;br /&gt;
&lt;br /&gt;
To prevent losing your progress in your game, &#039;&#039;&#039;save your game&#039;&#039;&#039; just before you start any mission. Base defense mission may start unexpectantly, so save often.&lt;br /&gt;
&lt;br /&gt;
==Executables: Old Or New==&lt;br /&gt;
Digital distributions could be using old versions of certain files whereas better versions should be used on modern hardware. An explaination and fix is [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|listed below]].&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
The start base may have an incorrectly placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] as shown:&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Restart the game to remove this [[Corrupted_Graphics_And_Missing_Tiles|error]].&lt;br /&gt;
&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only and only if it is within your start building and any vehicle present at the base contains a cargo module.&amp;lt;br&amp;gt;&lt;br /&gt;
An alien is detected at your starting base via searching or future alien alert. Troops are selected to eliminate the infestation which always consists of Anthropods armed with Brainsucker Launchers and loose Brainsuckers (when Tactical Score is zero as expected at game start). It is not necessary to place agents into a vehicle before starting the [[Starting_a_Mission_(Apocalypse)|first mission]].&amp;lt;br&amp;gt;&lt;br /&gt;
Once the aliens have been all killed the recovered brainsucker launchers will not appear in the sell/sack screen as &amp;quot;Alien Artifacts&amp;quot;! &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into any vehicle which has a cargo module and will remain &#039;inside the vehicle&#039; if the cargo module is removed.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Error-CargoModuleCapers-BSL-(Apocalypse).png|frame|left|Incorrect Cargo Quantity]]&lt;br /&gt;
To properly recover the brainsucker launchers, find the vehicle with the anomalous capacity (see pic as example) then launch this vehicle so that is leaves the base then immediately return. A message appears: &amp;quot;Items from tactical combat zone have arrived:...&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: this bug behaves differently if using the CD version versus the digital download version however, the solution is the same. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
The game might momentarily freeze once time passes into a new day: 00:00. This &#039;freeze&#039; may be due to the city partially repairing building damage at each new day and becoming confused which section take priority.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent or reduce this error: save the game just before midnight or damage the city some more to never actually allow the game to complete all repairs. Hostile vehicle combat often in a destructive fashion or destruction of Cult Of Sirius structures will force repairs to take many days or even weeks.&lt;br /&gt;
&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If many are hired at once, technical personel (scientists and engineers, but not agents) may not be provided a vehicle for transport and are forced to walk to the X-Com base. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new technical person is forced to stop moving through a building (no further progress since people-tube is missing), they will remain there and will not move (even with ultra-speed timescale).&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent any new hires from being forced to stop at anytime during their foot journey by using ultra-fast time momentarily immediately after hire/fire screen . (Spacebar = pause time).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by a vehicle.&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time Denial: Combat===&lt;br /&gt;
Cityscape time-scale selection of Ultra-Fast does not work. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Too many vehicles are present or there is an active battle on-going somewhere will prevent &amp;quot;Ultra Fast&amp;quot; time from being chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
These is no fix for this except waiting for the time-scale to become valid (press the Ultra-Fast button roughly every second until it activates, spacebar to pause the time).&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time Denial: Routing===&lt;br /&gt;
Cityscape time-scale selection of Ultra-Fast does not work. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A road vehicle is unable to proceed to its destination due to a broken road somewhere which will prevent &amp;quot;Ultra Fast&amp;quot; time from being chosen.&amp;lt;br&amp;gt;&lt;br /&gt;
To fix the routing problem it may be necessary to target the vehicle itself for destruction or by collapsing the road section by using [[Input_Device_Reference_(Apocalypse)|Manual Control]].&lt;br /&gt;
&lt;br /&gt;
===Ultra-Fast Time: Crazy Transportation===&lt;br /&gt;
If you hire a new unit and road access to your base is not possible or broken, the vehicle may drive around aimlessly. If Ultra-Fast time scale is chosen briefly, the unit is delivered as normal.&lt;br /&gt;
&lt;br /&gt;
===Road Vehicles Looping===&lt;br /&gt;
This is relevant only to the Superhuman difficulty cityscape map and only specific to &amp;quot;Grimoire Block&amp;quot; slum building when used as an X-Com base. Road vehicles purchased from Marsec will appear from the nearest factory, &#039;&#039;Arms One&#039;&#039;. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The vehicle will attempt to return to Grimoire Block but instead will drive a loop near the factory since it is unable to find a route. Use ultra-fast time briefly to make the vehicles appear at your base. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Empty Taxi===&lt;br /&gt;
If an agent/scientist is hired, they may have a road taxi as transport to their destination base. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; If the unit is sacked/transfered, the taxi will proceed to the destination base as usual but without the unit on-board. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go park/land at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
The Hire/Fire screen only displays the first twenty units in their relevant section (agents, biochemists, quantum physicists, engineers) when at a base.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Others beyond the twenty listed cannot be fired since they do not appear.&amp;lt;br&amp;gt;&lt;br /&gt;
To allow others not visibly listed to be fired, they must be transfered to another base (icon only, not physically) so that they appear in the sell/sack screen of this new base with the original base possibly having a reorganised list. (see next bug also: &amp;quot;Sell Agent Transfer Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Automatic Unit-Ratio Reduction===&lt;br /&gt;
Any unit may be sacked without being chosen if the game decides there are too many units of &amp;lt;u&amp;gt;one type&amp;lt;/u&amp;gt; in all your base(s), combined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Sacking any unit will also sack another down the list, eg: sacking biochemist #1, will also sack biochemist #21. If more are sacked, the corresponding &#039;&#039;+1 and +20&#039;&#039; unit will be sacked together if the game wants to limit your unit ratios, other types may be fired at random!&amp;lt;br&amp;gt;&lt;br /&gt;
The game has an internal limit for how many of a single type of any unit is allowed in regards to the ratio of total X-Com personel. If the game thinks you might have too many units of one type, it will automatically reduce the large differences by selecting random units and adding them to the sell/sack list. Eg: firing one techician might also sack three agents. If many agents are hired in the earlier parts of the game, the game will sack units to reduced the quantity to &#039;&#039;more manageable levels&#039;&#039;. Drastic reductions are possible just by opening the Hire/Fire screen, clicking OK, and then you have a message appear of &amp;quot;&#039;&#039;&#039;#&#039;&#039;&#039; units Fired&amp;quot; without actually selecting anyone. To reduced the chance of automatic ratio reductions, don&#039;t over populate your bases and be aware of how many you hired or fired as to not be caught out with missing units.&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum total of all X-Com personel across all base(s):&lt;br /&gt;
: Total Limit = &#039;&#039;&#039;180&#039;&#039;&#039;.&lt;br /&gt;
: Technical personel of one type = &#039;&#039;&#039;50&#039;&#039;&#039;.&lt;br /&gt;
: Agent quantity = &#039;&#039;&#039;100&#039;&#039;&#039;.&lt;br /&gt;
: Agent limit if no technical personel employed = &#039;&#039;&#039;20&#039;&#039;&#039;.&lt;br /&gt;
Tested: base quantites, labs present then demolished, selling many at once or just one, increasing ratios tends to trigger this bug and not base quantity or quantity of labs/fabs.&lt;br /&gt;
Note: This may work in reverse. If many agents are available for hire, closing the sell/sack screen may automatically hire someone (the message appears) if there are too many of that same type in the hire list! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Sell Agent Transfer Swap===&lt;br /&gt;
Transfer units between bases then immediately sell/sack them before they arrive may possibly crash the game.&amp;lt;br&amp;gt;&lt;br /&gt;
Typically, if any X-Com unit is transfered to another base, their icon will appear at the destination base (in the sell screen) before they are actually present at their new base.&amp;lt;br&amp;gt;&lt;br /&gt;
Eg: Two bases &#039;&#039;&#039;B1&#039;&#039;&#039; and &#039;&#039;&#039;B2&#039;&#039;&#039; with agents. Agents at B1 are transfered to B2 and Agents at B2 are transfered to B1 within the same transfer screen. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If these ready-to-transfer agents are immediately sacked then the game very soon may lock up with a black screen or crashes with a page fault. If these transferred units are allowed to arrive at their respective new base then everything &#039;&#039;seems normal&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This error can persist. If those transferred units are sacked after they have arrived, the game may still crash. To reduced the chance of a random crash: Transfer one group of agents from A to B, press &#039;OK&#039; to confirm, then transfer second (a different) group of agents from to B to A, again press &#039;OK&#039;, then wait for the transfers to arrive at their destination (use ultra-fast-time if you want), then sack them. If the game crashed for some reason, start game, load your savegame, transfer one group, OK, save, reload that save, transfer second group, save in a different spot, reload this new save, play normally.  This &#039;&#039;may&#039;&#039; clear out the error from memory (if you crashed with an earlier attempt).&lt;br /&gt;
Tested: scientists (researching or not), agents (training or not, equiped with something or not, assigned to a craft or not), multiple transfers of the same agents (transfer from A to B, then B to C all in one go) etc... All produced the bug if sold immediately after transfer screen. Used GOG, WinXP-SP3 and a game with many hire/fire uses and at week six. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Instant Equipment Transfers On Sacking===&lt;br /&gt;
If needing to transfer agent equipment &amp;lt;u&amp;gt;immediately&amp;lt;/u&amp;gt;, equip an expendable agent(s) with what is needed then transfer them to that base. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The sell/sack screen will display the agent&#039;s icon at the new base (but they havn&#039;t physically arrived yet) and if that transfered agent(s) is sacked, their equipment will go into the stores of this new base. Exploited easily if any agents are not needed!&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This also can be used to &#039;store&#039; items at a base which does not have a [[Stores_(Apocalypse)|Stores]]. Any &#039;equiped&#039; agent transfered to the base (need Living Quarters for this to work) can be sacked and their equipment will remain behind. This also happens when a new base (don&#039;t need Living Quarters but an agent is present) is attacked [[Base_Defense_(Apocalypse)|Base Defense]] and you are successful. The recovered items remain at the base and can be used, transfered as normal! [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===65535 Widget Bug===&lt;br /&gt;
A massive quantity of a vehicle item may suddenly appear after selling or transferring a dual purpose (air or road) device. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An unresearched exotic item which appears in both &amp;quot;Airbourne&amp;quot; and &amp;quot;Road&amp;quot; vehicle equipment screen may be sold/transferred twice: once in airbourne, then again in road, in the same selll/transfer session and is denoted by &#039;&#039;&#039;-1&#039;&#039;&#039; quantity.&amp;lt;br&amp;gt;&lt;br /&gt;
Negative quantity values of an item is not possible. The game will internally &#039;wrap&#039; the quantity to the next available positive number which is 65535.&amp;lt;br&amp;gt;&lt;br /&gt;
The item usually is unreseached and will take up all storage capacity at the base. If the item is quickly researched, it may be sold for massive profit.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: 65535 is 2^16 which is a 16-bit number.&lt;br /&gt;
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===Storage Alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]]&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; This bug will always appear if the first item in the sell list (in either air or road sell screens) is sold off to a zero quantity.&lt;br /&gt;
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===Ammunition Partial Use===&lt;br /&gt;
Weapons which have multiple ammo types may be loaded with ammunition which is not displayed in the equip screen. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Partially used ammo is still present in the base and may be loaded into a weapon but all others will be unloaded (when equipping multiple agents at once with the same weapon type). Eg: An autocannon used on a previous mission used an armor-piercing clip (the last remaining one). When back at base, the weapon was removed from the agent and the ammunition (AC-AP) disappeared from the equip-agent screen. In the future, when placing autocannons into multiple agents at once, the first weapon (for the first agent in the list) gets this partially used AC-AP ammunition, but all the other autocannons are empty even with other ammo types available.&amp;lt;br&amp;gt;&lt;br /&gt;
When equipping multiple troops, make sure the correct ammo is loaded as well by manually moving the relevant clip onto the weapon icon otherwise some weapons will have no ammunition loaded when starting a mission. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Alien Module No Containment===&lt;br /&gt;
If a base does not have an alien containment facility &amp;lt;s&amp;gt;but has a landed craft at the base which contains a bio-module,&amp;lt;/s&amp;gt; when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft (with or without a Bio-Transport Module) to another base with an alien containment, no message appears to decide which aliens to keep! The aliens are all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of &amp;lt;s&amp;gt;and are not placed into the bio-module as expected.&amp;lt;/s&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
This bug has been tested and is does not matter what the craft is using as modules - the message will always appear if there is no alien containment at the base.  [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Is That Base Yours?===&lt;br /&gt;
Note: This is not a bug! It is listed here to remove confusion about a game process.&amp;lt;br&amp;gt;&lt;br /&gt;
Aliens may spread over the city from an initial infestation somewhere by using the people tubes. The Government owns the top-side building which contains an underground X-Com base and as such, the government is susceptable to inflitration just the same as any other organisation (except [[Sentient_Engine_Liberation_Front|S.E.L.F]]). The infiltration/subversion graph may indicate the Government is becoming subverted (an alien alert may appear above your base) and this means that the building above your base(s) needs to searched for aliens as well as any other government owned building.&lt;br /&gt;
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===Rendor Plasma Shot Undercount===&lt;br /&gt;
The [[Rendor_Plasma_Gun_(Apocalypse)|Marsec Rendor Plasma Gun]] has an inaccurate ammunition capacity listed in the Vehicle Equipment Screen and also in the in-game UFOpaedia. The weapon uses 140 Elerium for a full reload, has 140 shot capacity but has a specification of 70 rounds. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The game divides the ammunition capacity by two for no reason. More information: (http://www.xcomufo.com/forums/index.php?showtopic=242028127). [[User:NKF|NKF]]&lt;br /&gt;
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===Battleship &amp;quot;ex nihilo&amp;quot;===&lt;br /&gt;
An [[UFO_Incursions_(Apocalypse)|Infiltration Fleet #17]] consists of one Battleship ([[Alien_Infiltration_(Apocalypse)|infiltration]]), one Escort Ship ([[Alien_Ship_Combat_(Apocalypse)#Airborne_Combat_Tactics|escort]]), and a second Battleship ([[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|building bombing]]). This unique fleet has the same UFO-type performing two different missions. &#039;&#039;&#039;The bug:&#039;&#039;&#039; When randomly chosen as a time-tabled mission, the alien dimension only needs one battleship to be present, and not two, for this UFO-group to be valid.&amp;lt;br&amp;gt;&lt;br /&gt;
The game internally checks for needed UFOs one at a time. The Battleship once, the Escort once, the Battleship once. The error is that the first battleship &#039;is found&#039; again. The group will appear in Mega-Primus as normal, but only one Battleship was needed in their homeworld!&amp;lt;br&amp;gt;&lt;br /&gt;
Shooting down both battleships will cause the internal count of Battleship-type UFOs present in the alien dimension become &#039;&#039;&#039;-1&#039;&#039;&#039;. The quantity originally was 1xBattleship, but two were used, so the game counter will deduct 2xBattleships! In the following weeks the total will move to positive again and the game will proceed as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: &#039;&#039;&#039;&amp;quot;ex nihilo&amp;quot;&#039;&#039;&#039; is Latin for &#039;&#039;out of nothing something made&#039;&#039;.&lt;br /&gt;
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===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine!&amp;lt;br&amp;gt;&lt;br /&gt;
Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to the vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Sound: No Interface Or Music===&lt;br /&gt;
&#039;&#039;&#039;Interface:&#039;&#039;&#039; The interface/battlescape sound may disappear when a battlescape mission has started. Clicking on any button (interface or via keyboard shortcut) is completely silent.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If music is muted as a preference, the battlescape will be completely silent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Music:&#039;&#039;&#039; The current music has stopped playing/is silent after saving a game or when the battlescape mission ends.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple fixes are possible for either, or both:&lt;br /&gt;
* &#039;&#039;Untick&#039;&#039; the box for each volume slider within the options screen, then retick each one. Ignore music if not wanted. &lt;br /&gt;
* Move each volume slider slightly, then return it to your desired position.&lt;br /&gt;
* Wait for the next music track to play.&lt;br /&gt;
* Save the game then immediately reload it.&amp;lt;br&amp;gt;&lt;br /&gt;
and if nothing solves the missing sound/music:&lt;br /&gt;
* Quit the game, restart Apocalypse, reload your game.&lt;br /&gt;
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===Sound: UFO Incursion - Battle Music===&lt;br /&gt;
Note: This is not a bug! It is listed here to remove confusion about a sound process.&amp;lt;br&amp;gt;&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
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===Wrong Manufacturer===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] and the Anti-Alien Gas Missile for the [[Marsec Heavy Launcher]] are incorrectly assigned to [[Marsec|Marsec]] as the manufacturer. They can only be manufactured by X-Com once the research has been completed. The [[Metro Multipower Plus (Apocalypse)|Metro Multipower Plus]] engine is also incorrectly assigned to Marsec. It should be [[General Metro]].&amp;lt;br&amp;gt;&lt;br /&gt;
This error will prevent (re-)purchase these items if Marsec becomes hostile to X-Com.&lt;br /&gt;
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===Dare-Devils===&lt;br /&gt;
The Superhuman map contains a prominent elevated double carriageway which does not have any access ramp connections to the lower deck. It cannot be normally driven on. A strange occurance of &#039;dare-devil&#039; vehicles may appear to be using this darker road surface somehow. The only way which a vehicle can use this road section is if a upper road segment is destroyed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The road vehicle will continue to drive along the upper part roadway as expected but continues towards the broken section, drives off the edge, and &#039;lands&#039; on the road below without any damage! Once any vehicle is using this darker roadway, they are stuck there aimlessly doing laps of the city! [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Forgetful Aliens 1===&lt;br /&gt;
Correction: If aliens know where your base is, they will still perform Alien Search missions with the full allocated squad. They are not suspended just becuase a base has been found earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
If an Alien Search mission is underway, the UFOs present may &amp;lt;s&amp;gt;&#039;drop-blue rain&#039;&amp;lt;/s&amp;gt; &#039;&#039;search&#039;&#039; the same building again in the same mission with different UFOs. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens do not co-ordinate their efforts! [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Forgetful Aliens 2===&lt;br /&gt;
If an Alien Search mission is underway, the UFOs present may &amp;lt;s&amp;gt;&#039;drop-blue rain&#039;&amp;lt;/s&amp;gt; &#039;&#039;search&#039;&#039; the same building again in the same mission with different UFOs. If an X-Com base is known to the Aliens, the Primary Leader (from the current Alien Search squad) will always target that known base for infiltration every time an Alien Search mission is time-tabled. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Others in this current mission, or in the future, may again &#039;&#039;search&#039;&#039; this building looking for a base... when it is already known there is a base there! If that happens, the &#039;blue rain effect&#039; is swapped to the &#039;grey-smokey-tube effect&#039; (the typical effect when an infestation is being dropped into any home-cell) and X-Com will have two base defence missions one after the other - one from the Primary Leader as expected and one from a random UFO performing a Search. The aliens are forgetful! [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Explosive Auto Taxi===&lt;br /&gt;
If transferring many X-Com units to another base, you get Transtellar AutoTaxi service as per usual. The taxis will form a long line slowly snaking their way towards the new base. If the Home-Cell in their old base is destroyed... &#039;&#039;&#039;The bug:&#039;&#039;&#039; ...all Auto Taxis that were currently transporting units will [[Error_Explosive_Taxi_(Apocalypse)|spontaneously explode]]!!&amp;lt;br&amp;gt;&lt;br /&gt;
A message: &amp;quot;AutoTaxi destroyed by collapsing building&amp;quot; when all taxis were nowhere near any building collapse or road collapse. Very strange. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Overspawn Confused===&lt;br /&gt;
An Overspawn dropped into the city is usually placed on the ground: dirt, grass, trees, concrete, roadways etc. It may also be dropped on top of any building which has these same &#039;ground specific&#039; tiles as part of its building structure. These elevated ground tiles will confuse an overspawn since it will not walk off the edge (to continue its rampage) because it thinks these tiles it is standing on -is- the ground level. It preserves its own life by not falling &#039;below ground level&#039;. Two buildings commonly affect the Overspawn: (superhuman cityscape) Nutri-vend &#039;&#039;Aldous Huxley Emporium&#039;&#039; and Government &#039;&#039;Eden Mansions&#039;&#039;. These two building use many ground-specific tiles at elevation, as part of its normal construction. &#039;&#039;&#039;The bug:&#039;&#039;&#039; A Mothership does not understand heights. If it detects &amp;quot;ground&amp;quot; (as in ground-specific tiles) then the Mothership thinks this is a valid drop location for an Overspawn.&amp;lt;br&amp;gt;&lt;br /&gt;
Any structure in any cityscape which uses ground tiles at elevation as its &#039;roof&#039; may have this alien dropped onto it. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Overspawn Walk Through Building Tiles===&lt;br /&gt;
An Overspawn meandering through the cityscape may walk through some tiles instead of the expected demolition. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Some tiles have [[Apoc&#039;d_Edits#Cityscape_Editor|incorrect attributes]] regarding what an Overspawn will do. Various buildings are affected: Rescue Station, Flyer Factory, Construction Factory, Space Port, generic tiles used for many buildings (eg: offices), and Shopping Malls. Any building using these tiles will not be able to be demolished and may result in any Overspawn walking &#039;in circles&#039; trying to destroy it. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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=Battlescape=&lt;br /&gt;
===Base Facility Dissappears===&lt;br /&gt;
A base defence mission is activated but a random base facility is not drawn for the battlescape. The [[Corrupted Graphics And Missing Tiles|absent space]] will not allow agents to travel through and may disect the base if it is a choke-point. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The game did not build the base correctly since it may be too complex with many facilities built. The facility is not affected after base defence mission completes.&lt;br /&gt;
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===Base Defence Failure===&lt;br /&gt;
A base defence mission is activated but the game fails the initialization process of placing units. Population or layout is irrelevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Error-BaseDefence-(Apocalypse).png|left]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[User:EsTeR|EsTeR]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
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===Destroyed UFO Weapons And Devices===&lt;br /&gt;
A UFO battlescape shows external weapons on the outside of the crashed craft and devices inside the UFO. Destruction of these items does not matter in regards to a successful recovery. If any weapon or device is damaged or completely destroyed, it is recovered at mission completion. Only one weapon or device of each is recovered relevant to the UFO style. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Any device seen on the battlescape does not indicate what will be [[Tech_Levels_(Apocalypse)|recovered]]. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Limits: Items And Units===&lt;br /&gt;
Note: This is not a bug! It is listed here to remove confusion about a item limits.&amp;lt;br&amp;gt;&lt;br /&gt;
A Mega-Primus battlescape has an item limit of 500 pieces of any equipment and a total unit limit of 60 entities. [[Orange_Pad_Re-inforcement_Spawns|Some rules apply]]. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Psychotic Agents===&lt;br /&gt;
An armed agent that has been given a target (RMB on any &#039;&#039;&#039;hostile&#039;&#039;&#039; non-X-Com unit, and not civilians) and then given a [[Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire|Forced-Fire command]] to shoot something or someone else (but not the RMB target), the agent will not fire on your selected force-fire target, but will shoot at the RMB targeted unit instead ...if it is in line-of-sight ...and will not stop until the target is dead ...until the line of sight to the target is broken!&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) momentarily to the RMB-selected target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Boomeroid Bouncer===&lt;br /&gt;
An armed Boomeroid will &#039;bounce&#039; on the spot when stuck in the &#039;grey blobs&#039; of building rubble.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A boomeroid which is thrown into, or has hopped into, the grey rubble piles found usually at Slum battlescapes will not be able to jump out! The proximity setting works and will explode as expected, but its movement towards a unit is blocked until the grey rubble is destroyed, setting it free to perform as normal until it jumps back into another pile...&amp;lt;br&amp;gt;&lt;br /&gt;
A trapped boomeroid will behave like a standard proximity mine if ignored; easily seen bouncing on the spot when it wants to hop!&amp;lt;br&amp;gt;&lt;br /&gt;
Note: some map features on any battlescape may block jumping in the same direction. (Dead trees outside of the Graveyard Castle, next to the road). Some may jump &#039;into&#039; a feature, get blocked, but are able to jump &#039;out&#039;, the same way they came in. Grey blob piles will block boomeroid movement from all directions. [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Boomeroid Heavy Shadows===&lt;br /&gt;
An armed Boomeroid will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; &#039;bounce&#039; away if a flying unit&#039;s shadow can be seen directly over it, irrelevant how high that unit is above it!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A Boomeroid which has been armed and thrown, or dropped, and has landed on the ground does not move if any unit&#039;s shadow (from a flying unit) is moved and stopped over the device. The shadow prevents the boomeroid from jumping away, thus, making it ignore any movement from anyone.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent attempts to throw a boomeroid into the same cell as the shadow, the throw is denied (even from the adjacent cell).&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;no-jumper&amp;quot; boomeroid will behave like a standard proximity mine and will still obey its arming setting... but never move!&amp;lt;br&amp;gt;&lt;br /&gt;
This is a game-breaking bug.&amp;lt;br&amp;gt;&lt;br /&gt;
Boomeroids are rendered immobile by shadows... &#039;&#039;mind blown!&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
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===Pathway Indecision===&lt;br /&gt;
A unit may move in an unexpected fashion or is unable to process the best path when given a destination. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Simple routing usually works as normal but complicated paths or dynamically changing routes may confuse an agent by aimlessly moving (and wasting Time-Units in a turn-based game) and may ignore their attitude selection.&amp;lt;br&amp;gt;&lt;br /&gt;
Eg: A flying unit given a destination to move into a hole underneath the overhang of a UFO may move towards the roof or try to get inside the UFO by using the external door. To fix such unexpected behaviour, manage their movement in short sections only if a unit seems to be wandering off.&lt;br /&gt;
&lt;br /&gt;
===Marsec Armor Mid-Air Death===&lt;br /&gt;
An airbourne agent is very high up on the battlescape using Marsec armor chest piece. Inventory access will allow removal/re-equip of the chest piece armor which will then cause the agent to &#039;fall out of the sky&#039; upon returning to the battlescape screen. If the agent&#039;s inventory is again accessed &amp;lt;u&amp;gt;before impact&amp;lt;/u&amp;gt;, the chest armor may again be momentarily removed and then re-equipped, like normal. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An agent continues falling but will die in mid-air from the &#039;&#039;first-armor-removal impact&#039;&#039; (the ground has invisibly &#039;moved up&#039;), then briefly pauses dead in the air, then will continue falling to the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
Each repeat of this &#039;inventory remove and re-equip&#039; action before the agent has hit the ground will pause the falling, until impact. Height above the ground at which this first armor removal was actioned, will depend if the agent is unaffected, injured, or dead upon impact. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
Time is irrelevant within a battlescape mission. &#039;&#039;&#039;The bug:&#039;&#039;&#039; A mission may proceed over a long time peroid but returning to the cityscape view shows that the mission only took a few seconds. This can be safely ignored since it does not affect the cityscape time.&lt;br /&gt;
&lt;br /&gt;
===Visual Artifacts===&lt;br /&gt;
Visual artifacts do not effect gameplay unless the complete battlescape segment is missing. Some minor visual artifacts can be easily removed by briefly changing battlescape view (TAB button) or changing the view height (PgUp then PGdn) which causes an screen update.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor&#039;&#039;&#039; artifacts:&lt;br /&gt;
* Shadows of agents which are very high and moving may be momentarily duplicated in the ground below.&lt;br /&gt;
* Destruction of the terrain on the northern and western physical edge of the battlescape may produce [[Corrupted_Graphics_And_Missing_Tiles|artifacts]] similar of the old terrain. &lt;br /&gt;
* A complex isometric view (concurrently lots of smoke, gunfire projectiles, explosions etc.) may produce &amp;lt;u&amp;gt;visual&amp;lt;/u&amp;gt; delays of certain actions performed. The game engine can struggle to visually update, however the actions performed all happen when expected. eg: An explosive effect may not be drawn but the physical effect is still processed - the terrain will change, entity is injured, etc. immediately but the visual effect if all this commotion appears after a slight delay.&lt;br /&gt;
* Many airbourne craft moving across the cityscape and using overhead view may not update their position correctly and leave &#039;ghost yellow destination paths&#039;. This is very common and is easily solved by momentarily pressing TAB to force a screen update.&lt;br /&gt;
* Gas effects (smoke, stun, anti-alien) on any Slum battlescape will remain as clouds and do not dissipate along the right edge of the map.&lt;br /&gt;
&#039;&#039;&#039;Major&#039;&#039;&#039; artifacts:&lt;br /&gt;
* Missing tiles which are [[Corrupted Graphics And Missing Tiles|errors in level design]]. These artifacts are permanent for the affected battlescape segment however they do not prevent movement. (see also &#039;&#039;&#039;Base Facility Dissappears&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Ground Tile Toggle===&lt;br /&gt;
&#039;&#039;&#039;Part One&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ground tiles (here noted specifically as floor tiles at Level One &amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;) cannot be destroyed since removing the tile will corrupt the visuals (see above &#039;&#039;&#039;Visual Artifacts&#039;&#039;&#039; and here: [[Corrupted Graphics And Missing Tiles|errors in level design]]). A ground tile can only have either a &#039;partially damaged visual appearance&#039; or an &#039;undamaged visual appearance&#039; - never destroyed. Typically, if a sufficently powerful explosive is able to destroy a (not ground) tile with one hit, whatever it hits is vapourised - the tile is removed and a blank space remains as expected. If that same poweful explosion happens on a floor tile, the game cannot &#039;vapourise&#039; the tile but will change its appearance to &#039;another available&#039; visual state. If another powerful explosion, the tile changes to partial damaged... another explosion to undamaged... another...etc. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The tile will continually swap (toggle) between the two possible visual states: damaged, undamaged, damaged ,undamaged, damaged...&#039;&#039;infinitum&#039;&#039;! ...for every powerful explosion over those same tiles (and wil not stay as damaged like it should). Two weapons only can cause this toggle problem: Dimension Missiles toggles a 1x1 sized tile area (its ground zero) and a Vortex Mine results in a 3x3 area to be toggled. A [[Ground Tile Toggle|visual]] explaination. [[User:EsTeR|EsTeR]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part Two&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As it is known that any time -any- tile is damaged (it has changed state), a [[Facilities_(Apocalypse)|$50 repair fee is deducted]] at mission end. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Everytime a ground tile is forced to swap its appearance, the game will interpret this as &#039;damage caused&#039; and will tally it to the total repair costs. This can get expensive if it is a ground tile within an X-Com base facility. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
===Invisible Aliens===&lt;br /&gt;
&#039;&#039;&#039;Large&#039;&#039;&#039; lifeform&#039;s (only Megaspawn or Psymorph) lower body part may not be visible to your agents if their upper body is hidden behind a structure. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The large lifeform may be directly in front of your trooper, but your agent will not see them if the &#039;head&#039; of the large unit is completely obscured.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Small&#039;&#039;&#039; lifeforms (Hyperworm, Micronoid Aggregate) might not be visible to your agents in certain random situations until the unit moves or your agent is re-positioned (turning on the spot may also help) when it is known that the alien is there. It is common problem with Micronoids.&lt;br /&gt;
&lt;br /&gt;
===Large Alien Corpses===&lt;br /&gt;
Any alien which is not a 1x1 entity and killed or stunned may produce errors if they have been neutralized &#039;halfway over the edge&#039; of multiple levels of uneven terrain. Their corpse may partially appear, split in segments according to height, or some sections will disappear. This is often a visual artifact only since an alien corpse will (usually) be recovered when possible.&amp;lt;br&amp;gt;&lt;br /&gt;
A multiworm in its contracted 1x1 form when killed may visually corrupt an adjacent tile. The corpse may dis/appear briefly when scrolling.&lt;br /&gt;
&lt;br /&gt;
===Personal Cloaking Field Accuracy===&lt;br /&gt;
The Personal Cloaking Field has an error/hidden property of making the user much less likely to be hit with even the best accuracy weaponry when the user has been spotted/revealed. A hostile may be at point-blank range and being fired upon, but due to having an active cloak effect, the firing unit&#039;s accuracy and chance to hit is reduced. To avoid this error in accuracy-calculation, aim at the cell directly behind an enemy target with forced-fire (Shift+LMB)to use the agent&#039;s normal accuracy-calculation. This also affects enemy units firing upon revealed X-Com agents.&lt;br /&gt;
Note: [[Personal_Cloaking_Field|Personal Cloaking Field]] devices do not momentarily halt their effect if a unit fires/throws something. &lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
Ammunition can be combined if a clip if moved over and placed onto another clip of the same type within the inventory screen when on a battlescape. It does not work if an agent is at an X-Com base. This is used to de-clutter and organise an agent&#039;s inventory so that partially used clips may be &#039;rebuilt&#039; into one full clip. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Full capacity limit of the single combined clip is ignored allowing all clips, used and unused, to be combined into one excessive-capacity clip.&amp;lt;br&amp;gt;&lt;br /&gt;
Any clip past its normal capacity will weigh the same as all the clips which were combined. This can be exploited by a strong agent to combined large ammuntion types (eg: Heavy Launcher ammunition) into one inventory position and go beyond their normal space-limit.&lt;br /&gt;
:eg: an agent can carry only five heavy launcher ammo of any type but if using consolidated ammunition, the space limit can be ignored - but not strength.&amp;lt;br&amp;gt;&lt;br /&gt;
If manipulating the ammunition when transporting agents to a mission, any clips with zero capacity can be removed from any agent and &#039;left on the ground&#039;. The message appears: &amp;quot;...you will lose any items left on the ground...&amp;quot; and can be ignored.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: If a weapon is removed from an agent when back at base (they are automatically unloaded), the clip may transform into a single one again. Weapons dropped on a battlescape remain loaded and do not reset their capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
Warning: Brainsucker ammunition which is zero will be unable to be used and may corrupt a savegame. Do not combine brainsucker pods.&lt;br /&gt;
&lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as [[Utilities_(Apocalypse)|Apoc&#039;d]] and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the time units (TU) of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
===Brainsucked Toxigun Toxins===&lt;br /&gt;
Any brainsucked agent is immune to toxigun poisons and will only suffer impact damage from the toxigun projectile. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Micronoids take over the human host but do not get killed when an infected agent is shot with toxins.  &lt;br /&gt;
&lt;br /&gt;
===Aliens Non-Spawn In Large UFOs===&lt;br /&gt;
All missions have limits to how many units of any type are possible. Large UFOs with large alien forces may have too many lifeform types allocated. The limit for X-Com units and Alien lifeforms is 36 maximum, each.&amp;lt;br&amp;gt;&lt;br /&gt;
Every UFO is allocated six alien squads in total. One squad slot can only hold a maximum of six aliens of the same type but there are exceptions for aliens which do not use an inventory. These types can be mixed within a squad but still only a maximum of six (mixed) units per squad slot.&amp;lt;br&amp;gt;&lt;br /&gt;
:Eg: A Battleship type UFO has seven different types of lifeforms allocated and uses thirty aliens in total. If squad sets are determined for a crash recovery mission, the game will place the &#039;&#039;mixed&#039;&#039; aliens (Spitter and Popper) in a single squad grouping as permitted, but since the total of mixed units is more than six, another squad slot must be used. There are now five remaining lifeform types but only four available squad slots. Anthropods cannot be mixed and their total is nine, so two squad slots are taken up. There is now two squad slots remaining but four different lifeforms. All these remaining lifeform types cannot be mixed so it results in the last two alien types (on the list) not appearing on the battlescape!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens which should be present on certain UFO crash recovery mission cannot appear because the allocated &#039;slots&#039; have been used up.&amp;lt;br&amp;gt;&lt;br /&gt;
UFOs which have mismatched lifeform allocations: Battleship and Mothership.&lt;br /&gt;
&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
The [[Medi-Kit_(Apocalypse)|Medi-Kit]] is used to heal fatal wounds. If the wounding is severe, the agent will bleed out and die. An item cut from the full version of the game, &amp;quot;Advanced Medi-Kit&amp;quot;, was to be used instead. &#039;&#039;&#039;The bug:&#039;&#039;&#039; The internal game mechanics were not adjusted after an item was [[Cut_items_and_features_(Apocalypse)|cut]].&amp;lt;br&amp;gt;&lt;br /&gt;
Bleeding to death can be stopped by escaping the battle via the exit-tiles. This is the only way to circumvent this &#039;feature&#039;.&lt;br /&gt;
&lt;br /&gt;
===Falling Body Sponges===&lt;br /&gt;
A agent which is falling for any reason and lands in the same square as any ground unit will be only knocked unconscious. &#039;&#039;&#039;The bug:&#039;&#039;&#039; Wounding proportional to their falling height is ignored. The unit will only be unconscious (stunned) briefly without any damage. This can be easily expolited by jumping off a roof and landing in an &#039;occupied&#039; tile as a quick way down from heights.&lt;br /&gt;
&lt;br /&gt;
===Base Defense Agent Stripped===&lt;br /&gt;
A base defense mission which has many X-Com units may leave one agent completely strippped of everything in their inventory. All items within their inventory will be deleted permanently. This may go un-noticed since most often technical personel &#039;suffer&#039; this error and since they do not have an inventory, everything may seem normal. This error seems to be caused by &#039;using up&#039; all available X-Com unit slots for a base defence mission. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Battlescape Level 10 Bug===&lt;br /&gt;
Nine levels is the player-accessible limit for agents to fly high. If an agent who is flying and is on a platform/roof/walkway of some sort at level nine which has a railing (or some other half-height thing) and has been given a move destination, they may fly up (into Level 10) and over this railing or roof section to shorten their route. They will immediately come down to level nine and resume their movement. If the unit is ordered to stop (RMB to ignore given orders) when they happen to momentarily be at level ten, they can remain there (normally like any other level). To access this unit to [[Battlescape_Level_10_Bug|see them at level ten]], double LMB on that &#039;high&#039; agent&#039;s portrait picture. &#039;&#039;&#039;The bug:&#039;&#039;&#039; An un-seen height-level with completely normal geometry, features etc. which is not accessible in normal gameplay ...why? [[User:EsTeR|EsTeR]]&amp;lt;br&amp;gt;&lt;br /&gt;
Note: To see all ten levels easily of any battlescape, use [[Utilities_(Apocalypse)|XME]].&lt;br /&gt;
&lt;br /&gt;
===Escort Superposition===&lt;br /&gt;
An [[Alien_Escort_Ship_(Apocalypse)|Escort]] UFO battlescape has Stasis Bomb Launchers positioned on the north edge and south edge of the craft in the deployed, ready-to-fire, position. Unconventional access to the floorplan is possible if external weapon systems are destroyed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If one launcher is damaged (eg: the north one), the other one is immediately destroyed also ...without it sustaining any damage! A &#039;spooky action at a distance&#039; effect. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  Keep &amp;quot;Spawn Camping Crash&amp;quot; last in the list of battlescape bugs. It is a very tempermental bug  --&amp;gt;&lt;br /&gt;
===Spawn Camping Crash===&lt;br /&gt;
This is only relevant within alien dimension buildings and only if [[Alien_Buildings_And_Combat_Tactics|spawn-camping]] the re-inforcement pads over a long time period&amp;amp;Delta;. A mission is purposely extended to allow massive quantities (+600) of aliens to spawn into the building and then having massive amounts of items on the ground. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If switching to overhead view when viewing the area (in isometric view) which contains bulk dropped items, the game will crash. The purple dots (the dropped items) seen on overhead view should denote a single item or stack of items per battlescape cell, the quantity of items &#039;&#039;should&#039;&#039; be irrelevant. The game somehow determines that quantity-per-purple-dot matters. To avoid this critical bug do not run the game for extended periods of time in overhead view AND above the re-inforcement pads. Move the isometric or overhead view to a &#039;quiet&#039; area before allowing the game to run unattended. Save the game immediately after a long play session&amp;amp;Delta; before &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; battlescape actions per performed. [[User:EsTeR|EsTeR]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Delta; Being away from your game and letting it run at x4 battlescape timescale for a few hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--  Keep &amp;quot;Spawn Camping Crash&amp;quot; last in the list of battlescape bugs. It is a very tempermental bug and essentially the last proper bug.&lt;br /&gt;
&lt;br /&gt;
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gap to assist in mad scrolling&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
=Errors: Image And Design=&lt;br /&gt;
Any listed errors within this section, &amp;quot;Image And Design&amp;quot; can be ignored since it does not limit actual gameplay unless people tubes are affected or if wanting to remove all possible errors from Apocalypse. These errors are listed for the completeness of this &#039;&#039;&#039;Known Bugs&#039;&#039;&#039; page. Most errors are visual only.&lt;br /&gt;
==Cityscape==&lt;br /&gt;
====Wrong Owner: Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]] which is below Warehouse Two (a warehouse and possible X-Com base), instead of the [[Evonet]].&lt;br /&gt;
====Orphaned: Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance: Offices and Nutrivend: Offices (top left area) . This tube is never used.  Visual error only.&lt;br /&gt;
====Wrong Place: Road Over Launch Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree: Luxury Apartments (middle, south edge). It does not prevent a vehicle from launching since it will &#039;go up through&#039; the road. It only prevents landing into this tube, not others.&lt;br /&gt;
====Missing Tile: Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government: Lovecraft Block (a slum and possible X-Com base). Does not allow foot movement northwards. The four-way intersection used for Slum styled people tube connections is missing and has been replaced by a roof tile.&lt;br /&gt;
====Missing Tiles: Transtellar====&lt;br /&gt;
Superhuman: the two spaceport buildings (bottom right corner and bottom left corner) are missing the top half of the &amp;quot;E.A.P.&amp;quot; signage. Visual error only.&lt;br /&gt;
====Mismatch: Road Shadows====&lt;br /&gt;
Superhuman: various road tiles do not show the shadow cast by the people tube structure. Visual error only.&lt;br /&gt;
====Cargo &amp;amp; Bio-Transport Modules====&lt;br /&gt;
Vehicle Equipment Screen: The Cargo and Bio-Transport Module icons with the Vehicle Equipment screen are swapped - they do not match with the UFOpedia entries. The cargo type should have the cargo rollers visible, the bio-transport type should have a red traces visible and have a smooth floor. Game versions only on CD may also have the UFOpedia entries swapped. Visual errors only.&amp;lt;br&amp;gt;&lt;br /&gt;
====Mismatch: Ramps1====&lt;br /&gt;
Superhuman: various ramps when viewed overhead of the cityscape show the road direction turned 90&amp;amp;ordm; to the logical flow. This does not impede road traffic. Visual error only. &lt;br /&gt;
====Mismatch: Ramps2====&lt;br /&gt;
Superhuman: various ramp tiles which terminate at the home-cell use a specific &#039;ground to elevated&#039; road tile, some do not. Visual error only.&lt;br /&gt;
====Missing Tiles: Sanctuary Clinic====&lt;br /&gt;
Superhuman: the Procreation Park buildings have unfinished glass highlights. Visual error only.&lt;br /&gt;
&lt;br /&gt;
==Battlescape==&lt;br /&gt;
&#039;&#039;[[Corrupted_Graphics_And_Missing_Tiles|some examples]]&#039;&#039;&lt;br /&gt;
====Floating Tiles And UFOs====&lt;br /&gt;
Building internals normally collapse from excessive damage to either foundation sections or anything &#039;holding something up&#039; from below. Some tiles do not fall and seem to be suspended in mid-air. Any piece of any buildng or UFO can be supported by physical connection to a grav-lift or by using ground-specific tiles underneath the wall tile. Some building battlescapes may have floating pieces - this is an error, whereas all UFO hulls will have ground tiles underneath every wall or roof tile. This is not an error since it is designed to be collapse resistant. Platforms or clear areas inside the UFO do not have such support (ground-specific tiles underneath) and can collapse as expected.&lt;br /&gt;
&lt;br /&gt;
==UFOpedia==&lt;br /&gt;
====Griffon AFV====&lt;br /&gt;
The Griffin&#039;s weapon entries are swapped. If the image description already matches the filenames in the &amp;quot;Correct filesnames&amp;quot;, no changes are needed.&amp;lt;br&amp;gt;&lt;br /&gt;
Wrong filenames:&amp;lt;br&amp;gt;&lt;br /&gt;
23tank2.pcx = rumble cannon (red oval projection above cannon exit)&amp;lt;br&amp;gt;&lt;br /&gt;
23tank4.pcx = plasma cannon (red barrel-pivot support struts)&amp;lt;br&amp;gt;&lt;br /&gt;
Correct filenames:&amp;lt;br&amp;gt;&lt;br /&gt;
23tank4.pcx = rumble cannon&amp;lt;br&amp;gt;&lt;br /&gt;
23tank2.pcx = plasma cannon&amp;lt;br&amp;gt;&lt;br /&gt;
The GLM Air Defence ufopedia pic: 23tank3.pcx = missile launcher (blue nose of missile), is correct and does not need to be changed.  Visual error only.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
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--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Misconceptions=&lt;br /&gt;
===Micronoid Rain===&lt;br /&gt;
A common misconception was that Aliens could perform a &amp;quot;100% subversion&amp;quot; of an organisation by dropping &#039;blue rain particles&#039; over a building and was typically called: &amp;quot;Micronoid Rain&amp;quot;. It was believed that such action of the UFO above the target organisation&#039;s building would immediately infect the inhabitants with Micronoids (hence &amp;quot;Micronoid Rain&amp;quot;) and result in immediate 100% infiltration. This micronoid rain definition (in any variation) was proven to be incorrect. The purpose of the UFO and its &#039;blue-rain-effect&#039; is to scan the building for an X-Com base (for future elimination). The blue-rain-effect does not do anything except [[Cityscape_Fighting_(Apocalypse)|Alien Search]].&lt;br /&gt;
&lt;br /&gt;
===Moving Troops Off The Landed Vehicle===&lt;br /&gt;
If you land a loaded troop transport version of any craft at a building or alien chamber and then LMB on the structure, it shows your vehicle(s) and agents on the right side of the screen. Do not move the agents off the vehicle and onto the left side of the screen. Leave them on the vehicle. Click the vehicle name to select all agents easily then start the mission (investigate or raid) as usual. If you move them off the X-Com craft when landed at an alien building/chamber, when it collapses after a successful mission, you cannot, and won&#039;t be able to, move agents back into the landed vehicle. Do not move agents off a landed vehicle if it is within the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
===Corporate Funds===&lt;br /&gt;
Money, postive or negative, for every organisation, except X-Com and Government, does not matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Any organisation (with the two exceptions mentioned) which has negative funds will still function exactly as they would if they had lots. A very common misconception was that causing financial harm (building bombing, destroying the insides when raiding etc.) would limit their capability somehow within Mega-Primus - it doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===People Tubes Owner===&lt;br /&gt;
Transtellar was believed to be the owner of People Tubes - they aren&#039;t. Any tube structure (or tree, road, road suppport, city wall, or parklands) which is not located within a property outline, has no ownership. Any tube structures (and other features mentioned) within a properly outine are owned by the landholder, not Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
If people tubes are damaged or not connected properly (an error in cityscape design) the the message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Unable to reach destination due to damaged people tube network and / or poor diplomatic relations with Transtellar.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;...poor diplomatic relations with Transtellar&amp;quot;. is an error.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Randomness:&#039;&#039;&#039; If Transtellar is 100% hostile, movement through the people tube network may be allowed, then denied, then again allowed. It seems to be random. This is a problem when Technical Personel make it halfway to base then all of a sudden are halted from moving. It is not tube damage that caused this halt since agents (tested and confirmed) can normally go to and from the two buildings the tube joins together, yet another agent is denied movement... then suddenly able to move again. Some people tube connections are broken (errors in cityscape design) and will never provide passage. See above: &#039;&#039;&#039;Unreliable People Tubes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===People Tube Destruction===&lt;br /&gt;
If was believed that destruction to people tubes halted the spread of aliens throughout Mega-Primus. Alien lifeforms are automatically moved to nearby buidlings if an infiltration (alert ot not) is ignored by X-Com or after a period of time. The people tubes are irrelevant for alien movement. It only matters for X-Com and no one else.&amp;lt;br&amp;gt;&lt;br /&gt;
The spread of aliens and their reach is determined by: the total number of aliens inside the recently infested building, their combined infiltration potential, the type of structure infested, its owner and the alien-infiltration percentage already achieved, and finally the alien-lifecycle expectancy. If X-Com escapes a battle with some aliens killed, some escaped, and some left alive, the infiltration spread and reach is again determined by these remaining aliens. The people tubes connections, or lack of, are not considered.&lt;br /&gt;
&lt;br /&gt;
===Allied And Friendly Bonuses===&lt;br /&gt;
Certain positives, bonuses or perks, claimed by official sources, offer advantages to X-Com if certain organisations are friendly or better, in realtions with X-Com. It has been confirmed that [[Organizations|those advantages]] are false and have no effect. These effects were assumed to be correct according to &amp;quot;PC Zone X-Com Apocalypse Tips Book&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Alien Search===&lt;br /&gt;
If aliens are looking for your base with [[Cityscape_Fighting_(Apocalypse)#Alien_Search|Alien Search]], they will not suspend future alien search missions once they have detected an X-Com base.&amp;lt;br&amp;gt;&lt;br /&gt;
Alien Search missions will always use all allocated mission-UFOs to &#039;drop-blue-rain&#039; (see above: &#039;&#039;&#039;Misconceptions: Micronoid Rain&#039;&#039;&#039;) over random buildings whereas the first UFO that spawned in (the Primary Leader) will always proceed directly to any known X-Com base. A few [[Known_Bugs_(Apocalypse)#Forgetful_Aliens_1|errors]] persist.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
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=Learning Artificial Intelligence=&lt;br /&gt;
The &#039;&#039;Learning Artificial Intelligence&#039;&#039; (henceforth: &amp;quot;Learning AI&amp;quot;) is a feature within X-Com Apocalypse where the game &#039;&#039;learns&#039;&#039; how the human player is progressing through the game and will try to implement those tactics into computer-controlled actions dynamically, against the human player. An advanced intelligent learning process! ...which unfortunately does not work, but if it does, is extremely fragile!&lt;br /&gt;
&lt;br /&gt;
===Digital Distributions===&lt;br /&gt;
The Learning AI is dependent on the exact physical location of three files on the original compact disk. Digital distributions such as the Steam or GOG version use&amp;lt;br&amp;gt; [ .iso] or [ .bin and .cue] &#039;&#039;image&#039;&#039; files of the original CD which removes any location data of the three files: EXPERIEN.DAT, BRAIN.DAT, and WEAPEXP.DAT.&amp;lt;br&amp;gt;&lt;br /&gt;
The Learning AI files will still update and adjust themselves according to your tactics but will fail to be used in the game due to this missing location data.&lt;br /&gt;
===Disk Versions With Functional A.I.===&lt;br /&gt;
Learning AI is active and working on two common UK-based CDs with serial numbers:&lt;br /&gt;
* &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039; (original UK version)&lt;br /&gt;
* &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039; (a Power-Plus release)&lt;br /&gt;
A &#039;&#039;maximum installation&#039;&#039; from the original CD is preferable, however, a digital distribution which has a customised DOSbox setup pointing to the optical drive and CD within will allow the Learning AI to be active.&lt;br /&gt;
===Fragile And Broken===&lt;br /&gt;
* Learning AI will stop working if the game is saved and since a reload needs a savegame, it will be broken.&lt;br /&gt;
&lt;br /&gt;
=Please Insert CD Bug=&lt;br /&gt;
The &amp;quot;Please Insert CD&amp;quot; message may randomly appear with digital distributions of X-Com Apocalypse when the game changes from Cityscape to Battlescape mode. Unless playing with an actual CD in the optical drive, reducing the problem (but not eliminating it) may be possible:&amp;lt;br&amp;gt;&lt;br /&gt;
Read through all listed solutions! Don&#039;t delete files or folder unless absolutely sure. Copy and Paste everything as a backup before makng changes. USE LEGITIMATE SOFTWARE ONLY. &lt;br /&gt;
&lt;br /&gt;
====Solution 1====&lt;br /&gt;
Digital distributions (Steam or GOG) are using &#039;&#039;Minimal Installation&#039;&#039; setups to save space. The game CD is present as an &#039;&#039;&#039;&#039;&#039;image&#039;&#039;&#039;&#039;&#039; within the &#039;&#039;&#039;CD&#039;&#039;&#039; folder. Access of this folder may be too slow for the game and may sometimes produce delays which the game interprets as having no CD. To reduce the frequency of the &amp;quot;Please Insert CD&amp;quot; message, manually moving original folders and files will reduce delays of DOSBox of having to search the image. Two methods are possible unless actually installing the game from a CD (which should be &amp;quot;Maximum Installation&amp;quot;):&amp;lt;br&amp;gt;&lt;br /&gt;
Install your digital distribution first.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: using the following method(s) will automatically make your game a &amp;quot;Maximum Installation&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Method 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A legitimate CD is needed.&lt;br /&gt;
* Copy the contents of the XCOMAPOC &#039;&#039;or&#039;&#039; XCOM3 folder on the disk into your already installed digital version. If prompted to OVERWRITE anything select &#039;&#039;&#039;NO TO ALL&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;u&amp;gt;Optional&amp;lt;/u&amp;gt;: Delete all PCX files within the UFOPAEDI folder. See: [[Cargo_Module_(Apocalypse)|Cargo]] and [[Bio-Transport_Module_(Apocalypse)|Bio-Module]] since they have swapped pictures. (or manually rename them)&lt;br /&gt;
* Check below: &amp;quot;Pentium or DOS Versions&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Method 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A more complex option if an original CD is not available:&lt;br /&gt;
* Open an [ .ISO] or [ .BIN and .CUE] file which contains the X-Com Apocalypse game with any compression software (eg: WinZip, 7zip, WinRAR etc.) by RMB and selecting &amp;quot;Open Archive&amp;quot;. The contents of the ISO file will become visible. &lt;br /&gt;
* See &#039;&#039;&#039;Method 1&#039;&#039;&#039; to continue.&lt;br /&gt;
Note: Don&#039;t double-LMB-click the file since it may start your CD burning software. If the .BIN file cannot be opened, burning it to a blank CD may allow finding the needed folder.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Solution 2====&lt;br /&gt;
Start X-Com Apocalypse through a Virtual Machine (eg: Oracle&#039;s VM VirtualBox) which has MS-DOS v6.22 and Windows 95 pre-installed.&lt;br /&gt;
&lt;br /&gt;
=Pentium or DOS Versions=&lt;br /&gt;
If using the downloadable distributions of X-Com Apocalypse, it may be using the old DOS version of two files instead of the better Pentium version. The old version files have been renamed as the better version and this may cause unstable behaviour or introduce bugs. (Confirmed for GOG version: &#039;&#039;&#039;setup_xcom_apocalypse_2.0.0.4.exe&#039;&#039;&#039;, size: 413,959,760 bytes, date: 7th Febuary 2019 01:08:25)&lt;br /&gt;
&lt;br /&gt;
Files from a dual version (DOS and Windows) X-Com Apocalypse CD.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TACEXE&#039;&#039;&#039; folder:&lt;br /&gt;
* TACP4.exe 3,161,594 bytes (DOS)&lt;br /&gt;
* TACP.exe 3,170,298 bytes (Pentium)&lt;br /&gt;
&#039;&#039;&#039;UFOEXE&#039;&#039;&#039; folder:&lt;br /&gt;
* UFO2P4.exe 1,705,790 bytes (DOS)&lt;br /&gt;
* UFO2P.exe 1,702,206 bytes (Pentium)&lt;br /&gt;
&lt;br /&gt;
A current discussion about file problems is here:&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog/page1&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Simple Solution&#039;&#039;&#039; to use the Pentium version:&amp;lt;br&amp;gt;&lt;br /&gt;
 If copying over the files, BOTH must be the same type. Do not mix a DOS version with a Pentium version.&lt;br /&gt;
* Check the size (not name) of the files to determine which version has been installed with your digital distribution. If your files match the Pentium size, changes are not needed, however if confirmed they are the &#039;&#039;old version&#039;&#039; files:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Delete (or cut&#039;n&#039;paste somewhere as a backup) both &#039;&#039;old version&#039;&#039; files in your installation. If your install contain four files (two DOS versions and two Pentium versions) remove them all &amp;amp;Delta;.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Copy over from your CD the two Pentium version files to their relevant folders. Renaming them is not needed.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Start a &#039;&#039;&#039;new&#039;&#039;&#039; game and go start a raid. If the battlescape loads properly, everything is good. If not, return the original &#039;&#039;old versions&#039;&#039; files to their respective folders, overwrite both Pentium versions which failed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Delta; If four files are present: remove any file that does not match the Pentium filesize. Rename only if needed so that X-Com Apocalypse &amp;lt;u&amp;gt;will not use&amp;lt;/u&amp;gt; the old versions. &lt;br /&gt;
&lt;br /&gt;
Caution: changing the settings within &#039;&#039;&#039;dosbox_xcomapoc.conf&#039;&#039;&#039; for CPU type from &amp;quot;auto&amp;quot; to &amp;quot;pentium_slow&amp;quot; may decrease performance. Check performance by changing categories within the in-game ufopaedia screens. The animation effect of the menu may have noticable slowness if using pentium_slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confirmed Error&#039;&#039;&#039;: The Alien Dimension cityscape map will appear normal on the first visit. The second, and all others visits will show the alien cityscape tiles (but not building property outlines) as opposite: the left side is now the right side and vice versa. The game is &amp;lt;u&amp;gt;unplayable&amp;lt;/u&amp;gt; to completion since the building outline overlay does not match with this swapped alien landscape. Any craft trying to land, cannot since there is no launch tube wehere it should be. Make sure you are using Pentium only files for both.&lt;br /&gt;
&lt;br /&gt;
=Definitions Used Here= &amp;lt;!-- For some of the newer people, just trying to make it user friendly. EsTeR --&amp;gt;&lt;br /&gt;
An explanation of abbreviations or words used within this &amp;quot;Known Bugs&amp;quot; page.&lt;br /&gt;
* &#039;&#039;&#039;DOS&#039;&#039;&#039; = Disk Operating System (from Microsoft, eg: MS-DOS).&amp;lt;br&amp;gt;&lt;br /&gt;
: An old pre-windows 16bit program using simple instructions to make a computer useful via a command line interface.&lt;br /&gt;
* &#039;&#039;&#039;DOSBox&#039;&#039;&#039;&lt;br /&gt;
: Emulator software used to run old DOS programs easily within Windows 32bit operating systems often using a temporary (virtual) disk drive.&lt;br /&gt;
* &#039;&#039;&#039;EXE&#039;&#039;&#039; = Executable.&amp;lt;br&amp;gt;&lt;br /&gt;
: A suffix on a file allowing it to be started as a program. eg: xcomapoc.exe&lt;br /&gt;
* &#039;&#039;&#039;GOG&#039;&#039;&#039; = Good Old Games&lt;br /&gt;
: A website offering a selection of older games for download at low cost.&lt;br /&gt;
* &#039;&#039;&#039;Steam&#039;&#039;&#039;&lt;br /&gt;
: A website which catalogues certain games purchased by a user to prevent piracy.&lt;br /&gt;
* &#039;&#039;&#039;Image&#039;&#039;&#039;&lt;br /&gt;
: the contents of a compact disk (CD) made into a file(s) (most commonly .ISO) located on the hard drive.&lt;br /&gt;
* &#039;&#039;&#039;486&#039;&#039;&#039; = a version of computer processing unit (CPU) of a certain format and style.&lt;br /&gt;
: Very old technology before Intel Pentium processors.&lt;br /&gt;
* &#039;&#039;&#039;C:\ D:\ E:\ etc.&lt;br /&gt;
: Labels given to hard drives using the alphabet, commonly from C to Z with A and B given to floppy-disks drives (another old storage format).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Keep the &amp;quot;Definitions Used Here&amp;quot; sub-section to be always at the bottom of the article. I think it will help with layout and formatting --&amp;gt;&lt;br /&gt;
END&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Apocalypse)&amp;diff=117602</id>
		<title>To Do List (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Apocalypse)&amp;diff=117602"/>
		<updated>2023-12-03T23:01:43Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
 Please add your suggestions to this informal page&lt;br /&gt;
&lt;br /&gt;
==To Do==&lt;br /&gt;
&#039;&#039;&#039;Pick One!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Turn-based page needs in-fill from someone who uses it. &amp;lt;s&amp;gt;Real-Time page is done.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Overspawn walks thru some, demolishes others. List which is which. Add solution to Apoc&#039;d Edits page.&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Weapon damage types icons added to [[Damage_Modifiers_(Apocalypse)|Damage]] page.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Armor page four into one - forgot to list this one, but now its done.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Buildings: combat tactics and general building interesting features text In-fill to each [[Buildings_(Apocalypse)|building page]].&lt;br /&gt;
* Better pics of various plant growths which have an effect of some sort. New pics of all with black background.&lt;br /&gt;
* &amp;lt;s&amp;gt;Bio-Chemistry and Quantum Physics pages: split up the chart into sections to make it easy to search.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Agent Equipment: &amp;quot;UFOpaedia pic + Reticulan fonts&amp;quot; of weapons and ammunition.&lt;br /&gt;
* &amp;lt;s&amp;gt;Agent Equipment: icon pics of weapons using yellow background. Shows easy comparable scale of item.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cut Content page: go thru and removed repetative mention of &amp;lt;text in-game: none&amp;gt; and debug also etc. after the equip listing.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Use [[Utilities_(Apocalypse)|XME]] to go thru all battlescape segments and list which ones are never used, then add to Cut Content page&lt;br /&gt;
* &amp;lt;s&amp;gt;Alien Ship Technology: Propulsion, Energy, Control pages need alot of work finishing. Better pics&amp;lt;/s&amp;gt;&lt;br /&gt;
* Base Locations: add percentage frequency to each layout shown, of getting a particular building for each difficulty.&lt;br /&gt;
* Better pics (black background + resize 200%) all unit 360deg. collage&lt;br /&gt;
* Cityscape and Tactical pages: pics with pink arrows and boxed text pointing to buttons could use a more thorough explaination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Humans_(Apocalypse)&amp;diff=117601</id>
		<title>Humans (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Humans_(Apocalypse)&amp;diff=117601"/>
		<updated>2023-12-03T22:46:37Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: obsolete page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Obsolete Page. Go [[Agents_(Apocalypse)|here]]&lt;br /&gt;
&amp;lt;s&amp;gt;Humans will probably be the mainstay of your forces. They usually start out with good physical skills, which level up quite quickly, with these soldiers obtaining amazing accuracy and stamina levels within a very short period of time. The only true problem with human forces are their poor psionic skills. These troops tend to be very susceptible to psionics when facing off against Micronoid Aggregates and Psimorphs. Even when maxed, their own psi skills are completely ineffective except at the easiest tasks like probing. Other than that, these troopers are your default choice for a physical soldier, and with a bit of training and experience they will surpass androids at conventional combat. They&#039;re also available by the dozen.You can train human agents. This can only be done if the base of operations at which they are staying has a Training Area or a Psi-Gym.&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hybrids_(Apocalypse)&amp;diff=117600</id>
		<title>Hybrids (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hybrids_(Apocalypse)&amp;diff=117600"/>
		<updated>2023-12-03T22:44:54Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: obsolete page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Obsolete Page. Go [[Agents_(Apocalypse)|here]]&lt;br /&gt;
&amp;lt;s&amp;gt;As a race, Hybrids start their service life very poorly regarding physical stats but with high psionic skills. But as they mature, they can become incredibly powerful, making them good long-term investments. &lt;br /&gt;
The problem is keeping them alive that long whilst still exercising their powers. In order to use their psionic powers hybrids need to be on line of sight with its target which frequently exposes them to danger. Training a hybrid&#039;s physical stats might give them better survival odds, along with the use of armor and shielding but it will take longer than developing their psionic skills and it isn&#039;t possible to do both at the same time. However, with enough time in physical training a hybrid can achieve the same physical levels of veteran humans in addition to higher psi aptitude (while the converse is not true, time in the psi-gym will not increase a human&#039;s psi stats nearly as successfully).&lt;br /&gt;
When more advanced equipment becomes available, a hybrid&#039;s low strength and HP become less problematic. Disruptor armor is extremely light, so even a low strength hybrid can carry a normal weapon loadout wearing it and not be encumbered. Once disruptor shields are available they will bear the brunt of the damage your troops take, making the hybrid&#039;s low natural HP less of a weakness. &lt;br /&gt;
Their lack of initial combat skills and their low numbers available for recruitment will work against early deployment of purely hybrid squads since any combat deaths will be hard to replace. Hybrids work better when they are integrated into teams composed of all races, where they can rely on the protection of their fellow agents to properly exercise their various skills in combat.&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Androids_(Apocalypse)&amp;diff=117599</id>
		<title>Androids (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Androids_(Apocalypse)&amp;diff=117599"/>
		<updated>2023-12-03T22:43:53Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: obsolete page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Obsolete Page. Go [[Agents_(Apocalypse)|here]]&lt;br /&gt;
&amp;lt;s&amp;gt;Androids have the best starting physical stats and are completely immune to psionics. Their physical stats, particularly accuracy, will be surpassed by human soldiers that manage to live long enough, but their immunity to psionics and Brainsuckers can give them a place in your roster even after you have a roster full of experienced humans. Their high strength, immunity to brainsucking and psionics and the very unlikely chance of them going berserk due to their high bravery combine to make them perfect candidates to carry heavy weapons, since it&#039;s almost impossible to subvert an android to turn its weapon against you.&lt;br /&gt;
&lt;br /&gt;
They are highly dependable and very durable (and some with a more macabre outlook on life would say, &#039;&#039;expendable&#039;&#039;. A human rookie is easier to replace than an android, but an android is easier to replace than an experienced human). Androids can go so far as becoming body shields to protect their other training comrades, because they are incapable of using training facilities so time spent in the medical bay doesn&#039;t disadvantage them. As such, androids make excellent shock troopers and are ideal for sending into UFOs first. &lt;br /&gt;
&lt;br /&gt;
As androids are mechanical in nature, they are mostly ignored in the field of psionics, which means that though they cannot use it, they are also immune to it. That maxed out Psi Defense stat is just for show, as psi-capable enemies ignore them completely. Androids are also not considered legitimate targets for brainsuckers (though they still cause brainsucker pods to hatch). Brainsuckers seem to behave variably around androids, sometimes fleeing and sometimes charging up to their feet and then sitting there. If there is a suckable target near the android it won&#039;t hesitate to jump on them though. It is technically possible to get an android brainsucked if they leap in the way of a jumping brainsucker, but this happens incredibly rarely in practice.&lt;br /&gt;
&lt;br /&gt;
Creating all-android squads or even using them exclusively for your ground teams has advantages and disadvantages. An all-android squad is less versatile, but has no weak links to exploit in its immunities. A brainsucker who makes it to a mixed squad can still brainsuck someone, while it&#039;s completely neutralised against an all-android squad. Similarly a Psimorph can&#039;t control the android members of a mixed squad, but if it can control any agents then it&#039;s infinitely more dangerous than if it can control none. A mixed force of androids with other races can use the android as an advance scout, putting to use its high speed and stamina to get around, toughness to weather surprise attacks, and spotting brainsuckers and psionics for the rest of the squad while remaining safe from them. In some terrain androids can screen the rest of the squad from brainsuckers by blocking a door or corridor, which is very important in TB mode, because brainsuckers are a much greater threat than in RT.&lt;br /&gt;
&lt;br /&gt;
Maintaining good relations with S.E.L.F. is key to ensuring a steady supply of potential android recruits.&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&amp;diff=117598</id>
		<title>Base Defense (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&amp;diff=117598"/>
		<updated>2023-12-03T22:32:11Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by an invading ground force.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Immediately defend a newly purchased or recently undefended X-Com base by moving a heavily armed X-Com agent(s) to the building. They will be visiting the building if no living quarters are built and must carry all their equipment and bulk ammo. There are slight differences which depend on the reason why the base is undefended. (See below: &#039;&#039;&#039;Base Loss And Complications&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Hostile Intent==&lt;br /&gt;
An [[Bases_(Apocalypse)|X-Com base]] targeted for attack by any [[Engaging_the_Enemy_(Apocalypse)|hostile ground force]] will immediately start a battlescape Base Defense mission. Agents and any [[Population_(Apocalypse)#X-COM_Technical_Personnel|technical personel]] will come under attack. If all your units are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, but not including the available &#039;base slot&#039;. A new base purchase, if available, will again use this slot.&lt;br /&gt;
&lt;br /&gt;
===Invaders===&lt;br /&gt;
The main entry into a base will be through the access lift. If vehicle repair bays are present, invaders often appear within. &lt;br /&gt;
* Aliens will be dropped by a UFO hovering above the home-cell, or nearby but within the property outline (overhead view), in the same fashion as any other [[Alien_Infiltration_(Apocalypse)|infiltration]] attempt. The infestation squad will be similar to the aliens typically aboard the type of UFO. The larger the craft, the larger the infiltration force.&amp;lt;br&amp;gt;&lt;br /&gt;
* Hostile organisations will attempt to destroy an X-Com base by kiling all units within, without any warning! There is no way to stop such action. A defensive layout of security stations and facilities will reduce X-Com losses, if any. Any damage will [[Facilities_(Apocalypse)|incur a repair cost]] after succesful defence.&lt;br /&gt;
* Any organisation attempting an base attack will use their own defence forces:&lt;br /&gt;
::Megapol will use &#039;&#039;&#039;Police&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Cult Of Sirius will use &#039;&#039;&#039;Cultists&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gangs will use &#039;&#039;&#039;Gangsters&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Mega-Primus organisations will use [[Population_(Apocalypse)#Corporate_Hood|Corporate Hoods]] instead of their own &#039;&#039;&#039;Building Security&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;&#039;&#039;&#039;Hoods&#039;&#039;&#039; are hoodlums, thugs, junkies, criminals, hustlers, homeless bums, hookers, drug dealers, pimps, gang-bangers, street trash, hooligans, vandals, goons, villians, punks, someone named EsTeR, crooks, mobsters, bandits, etc.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Targets====&lt;br /&gt;
 What do they want? Money? Land? Equipment?...No.  DEATH TO X-COM!&lt;br /&gt;
Hostiles will move to random facilities searching for something to kill. Hostiles will not damage anything purposely. They do not destory the internals or anything else. They just want to kill.&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.&lt;br /&gt;
&lt;br /&gt;
===Security Stations===&lt;br /&gt;
Invaders will gain entry to the base via facilities which open out to the cityscape: the Access Lift and [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bays]]. Security stations placed adjacent to the lift in a choke-point fashion or cross-fire orientation may inflict heavy damage quickly on invaders, destroying their morale.&amp;lt;br&amp;gt;&lt;br /&gt;
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to explore your base for vunerable personel and prevent damage to [[Facilities_(Apocalypse)|facilities]] from combat. A single base is limited to using three security stations at any one time. More than three, the active stations are randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from multiple [[Vortex_Mine|large explosions]], blocking all [[Agents_Armor_(Apocalypse)|ground movement]] for all units. &lt;br /&gt;
&lt;br /&gt;
===Personel Limits===&lt;br /&gt;
A base defense battlescape has a total X-Com unit limit of thirty of the maximum of thirty-six slots.&amp;lt;br&amp;gt;&lt;br /&gt;
If a base has a large population, the pool of agents and technical personel are chosen randomly. An agent will &amp;lt;s&amp;gt;always&amp;lt;/s&amp;gt; be available from the population. Some [[Known_Bugs_(Apocalypse)#Base_Facility_Dissappears|errors]] may appear.&lt;br /&gt;
&lt;br /&gt;
===Building Garrison And Transfers===&lt;br /&gt;
Troops moved to newly purchased base (see above: &#039;&#039;&#039;Important&#039;&#039;&#039;) will still be visiting after the living quarters is built. To allow these defenders to become members of the base, they must be transfered to it by using Transfer Screen or by manual delivery (ie: using your own craft to transport the agents, then move them off it and into the home-cell).&amp;lt;br&amp;gt;&lt;br /&gt;
* If a living quarters has available space, any manually delivered agents will automatically allow them to become members of this base however, if an agent has walked to this base (used the people tubes), this agent will be visiting irrelevant if living space is available. They must either be specifically transferred to this base or use a vehicle for manual delivery (as mentioned above).&lt;br /&gt;
* Agents who are visiting do not use training, medical, psi-gym, etc. They don&#039;t belong to the base.&lt;br /&gt;
* Using your own craft (ie: manual delivery) instead of using Transtellar&#039;s [[Autotaxi_(Apocalypse)|Autotaxi]] service, will lessen any risk to your agents and is faster.&lt;br /&gt;
* Technical personel cannot be manually moved with a vehicle. They can only be relocated by using the &#039;&#039;&#039;Transfer&#039;&#039;&#039; button, and only [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|by walking]] or by [[Known_Bugs_(Apocalypse)#Ultra-Fast_Time:_Crazy_Transportation|using a taxi]].&lt;br /&gt;
&lt;br /&gt;
===Massive Damage &amp;amp; Repairs===&lt;br /&gt;
Any damage, no matter how minor, will be repaired and paid for by X-Com, irrelevant of avaialble funds.&amp;lt;br&amp;gt;&lt;br /&gt;
Any base [[Facilities_(Apocalypse)|facilites damaged]] completely (only floor tiles remain after all five levels have been completely demolished) will incur severe monetary loss. Any facility &amp;lt;u&amp;gt;cannot be destroyed&amp;lt;/u&amp;gt; and will be still available as normal when returning to the cityscape after a succesful base defence, but X-Com&#039;s funds will be reduced due to repairs.&lt;br /&gt;
&lt;br /&gt;
==Stand-Off Tactics==&lt;br /&gt;
Security Stations are ideally placed besides the access lift and vehicle repairs bays, if used:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Security stations are your first line of defence. Leave them to deal with any hostiles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Do not garrison the security station with your own troops on the upper platform section. The whole room may suffer extensive damage.&lt;br /&gt;
* If agents or technical personel appear next to the access lift or security stations at the start of the base defence mission, they are extremely vunerable and are often killed. The priority is to immediately escape by using the blue-exit-tiles, but only if others are available to defend the base. If possible, place on the ground via inventory a 0.25sec timed smoke grenade (do not drop or throw since it takes longer to detonate) and run towards the exit tiles or away from the hostiles! A stun grenade(s) or incendiary thrown away from your escape route and towards the hostiles may cause them to run away from the cloud of gas or fire, instead of firing at your units. The outcome of this dangerous situation depends on position, layout, hostile forces, agent equipment and luck.&lt;br /&gt;
* Using a [[Motion_Scanner_(Apocalypse)|Motion Scanner]] is highly advisable.&lt;br /&gt;
* Wait for hostiles to make it past security stations. Do not attract their attention until the turrets are no longer firing or have been disabled.&lt;br /&gt;
* If the security facility has sustained damage to the walkways and stairs, hostiles may be prevented from moving past.&lt;br /&gt;
* Enhance the power of a live proximity mine by throwing an &amp;lt;u&amp;gt;un&amp;lt;/u&amp;gt;armed [[Marsec_High_Explosive|high explosive]] next to it, but within its detection range.&lt;br /&gt;
* Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed proximity mines in these areas pre-emptively could eliminate any stragglers who made it past the security stations. Mines placed in doorways will detonate if flying units move by on the same level as the mine. To avoid proximity mines with your own agents: micro-manage their movement to &#039;take the other door&#039; or &#039;move up the far side of the corridor&#039;, etc. If [[Boomeroid|Boomeroids]] are used, that thoroughfare is now off limits to X-Com - plan your movement carefully around such devices since they [[Known_Bugs_(Apocalypse)#Boomeroid_Heavy_Shadows|will move about]] (overhead view, purple dot).&lt;br /&gt;
* When hostiles are approaching from a side corridor, throw boomeroids forward (set bomb, don&#039;t RMB-throw) into the corner to get the bomb to jump immediately towards approaching entities ...otherwise don&#039;t since your retreat and regroup will be painful. Don&#039;t Get Hurt!&lt;br /&gt;
* A [[Power_Sword|Power Sword]] can make one-wide shortcut through the concrete walls if an agent is flying. Cut away high up to stop enemy ground forces using the new corridor. The only threat will be [[Skeletoid_(Apocalypse)|Skeletoids]] since they can fly.&lt;br /&gt;
* If the layout allows or your base is sparse, multiple unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the &amp;lt;u&amp;gt;unseen&amp;lt;/u&amp;gt; hostiles towards a far wall (depending on the weapon over-shoot) will hit anything in the way. A weapon projectile will stop in mid air when an unseen hostile is hit.&lt;br /&gt;
* Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your own ground-based troops must now [[Input_Device_Reference_(Apocalypse)|jump]] off the ledge to proceed the other way. It is possible that movement may be halted for both sides. Alternative methods of killing the invaders should be used: X-Com agents waiting in ambush, blind fire of rockets towards hostiles last known location, liberal use of grenades into craters, tunneling with a power sword to bypassed broken stairs, or just wait for hostiles to escape. Use the motion scanner when moving slowly to detect hidden hostiles or (always) have a [[Agents_Armor_(Apocalypse)|flying]] agent available.&lt;br /&gt;
* Defensive craters in a corridor to remove flanking opportunities for enemy units is a very desperate tactic. Cutting/blowing away stairs and platforms is also a viable tactic.&lt;br /&gt;
* Hostiles grouped around their dead friends make an easy target for a thrown grenade to set off the dropped ordinance.&lt;br /&gt;
* Technical personel are helpless when faced with a hostile unit. Avoid exposing them to any deadly threat whatsoever (eg: weapon overshoot) by moving them into the farthest sections of the base away from the access lift or repair bays. Destroying the route towards their hiding place (explosives or cutting) to isolate them will prevent the advance of hostiles.&lt;br /&gt;
* If the base layout allows and there are multiple paths to the access lift, avoid the main fight to reach the access lift to attempt an escape ...is a dangerous and desperate tactic to save some technical personel if they are being pursued by hostiles.&lt;br /&gt;
* Any units which escaped from the base will automatically return upon successful defence of the base.&lt;br /&gt;
* Trying to save those dropped exotic items for new research or to sell, is not the priority... it is &#039;&#039;&#039;Base Defense!&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Loss And Complications==&lt;br /&gt;
If your only base encounters a defence mission and is not successful for any reason, the base will be destroyed and you lose the game!&amp;lt;br&amp;gt;&lt;br /&gt;
...however, if two or more other bases remain:&lt;br /&gt;
* Any units which escaped from the base (they were moved onto the blue-exit-tiles within the battlescape mission) will move to the home-cell and will be visiting this building (your destroyed base) which [[Known_Bugs_(Apocalypse)#Is_That_Base_Yours.3F|is now]] a Government building.&lt;br /&gt;
* Other bases &amp;lt;s&amp;gt;with living quarters&amp;lt;/s&amp;gt; will accept all the displaced X-Com units. If living quarters are built somewhere and the base accepted displaced X-Com units, it will disregard the personel capacity:&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Error-Living-Overcap-(Apocalypse).png|left]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Technical Personel from the lost base will become members of your (two or more - if not, see below &#039;&#039;&#039;One Base Remains&#039;&#039;&#039;) other bases but are stuck at the old home-cell. Their portrait picture denotes that they are visiting a building. They cannot be moved except via transfer. The only way to force these units to move out from the old home-cell and return to base, is to transfer them from their newly allocated base to any other base with Living Quarters and free capacity. They are in the list of base members somewhere but cannot be placed in a lab/shop since they are not present at the base. If multiple bases have taken these refugees, then each technical personel must be transferred somewhere else to make them move.&lt;br /&gt;
* If you buy a base to enable the transfer button (transfer button is inactive if you have only one base - you had two but just lost one), you must wait for Living Quarters to be built. Salary will still be paid for the new week but your technical personel are idle.&lt;br /&gt;
* Agents who escaped from the base defence mission before it failed, can be moved by &#039;&#039;Return To Base&#039;&#039;, picked up manually with an X-Com vehicle, or use &amp;quot;Go To Building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===One Base Remains===&lt;br /&gt;
* If it is not possible to purchase another base and you have technical personel which escaped from a failed base defence, the only option is to sack all units that escaped (except agents) from the lost base.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If they are gettin&#039; the boot later, why not let them just be bullet sponges instead of escape!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Home-Cell Strangeness===&lt;br /&gt;
If an X-Com base has just been [[Cityscape_Fighting_(Apocalypse)#Bombing_Buildings|bombed]] by hostiles and the home-cell was destroyed, but you did not get the message: &amp;quot;X-Com Base Destroyed&amp;quot;, only the residing or visiting X-Com units are killed. Any road based vehicles may be damaged or destroyed. The layout, base facilities and air vehicles are not affected. You end up with an unattended and active, but home-cell-less, base!&lt;br /&gt;
* If no units are present (...see &#039;&#039;&#039;Important&#039;&#039;&#039; top of page) and an X-Com-Base Attack mission is soon, the UFO ignores the state of the home-cell and will continue its mission. As there are no units where the home-cell once was, the base defence mission automatically fails and the base will be destroyed.&lt;br /&gt;
* If X-Com agents are delieverd (using people tubes or flying vehicles - no road vehicles since home-cell is gone) to the base with the destroyed home-cell before any further X-Com-Base Attacks (note: not Building Bombing), then any new agents will have their icon at the same place as the destroyed home-cell. Any new weapon impact on this cityscape tile (accidently or purposely) immediately kills all present. Any weapon will do. Weak weapons which cannot normally destroy a buidling tile will kill everyone just the same!&lt;br /&gt;
* The agents that have arrived after loss of the home-cell, they will defend the X-Com base as per usual.&lt;br /&gt;
* If the home-cell is destroyed - or the base is lost - transfered or newly hired units which were already en-route (on foot or AutoTaxi) will still attempt to reach the (missing) home-cell. Walking units will reach the tile where the home-cell was previously if people tubes are intact but vehicles will only end up driving in loops since there is no road access. If Ultra-Fast time is used briefly, all units will reach the tile. The portrait picture within the Agent Tab will show all units at this destroyed X-Com base are visiting.&lt;br /&gt;
* If at any time the message: &amp;quot;X-Com Base Destroyed&amp;quot; and UFOs are heading to the building with the intent of a X-Com-Base Attack, the [[Known_Bugs_(Apocalypse)#Misconceptions|drop blue rain]] animation will replace the [[Alien_Infiltration_(Apocalypse)|grey-smokey-tube]] animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Psionics_(Apocalypse)|Previous: Psionics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Bases_(Apocalypse)|X-Com Bases]]&lt;br /&gt;
* [[Relations_(Apocalypse)|Relations]]&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Presence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=117597</id>
		<title>Engineering (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=117597"/>
		<updated>2023-12-03T22:27:52Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Engineering is the discipline of &#039;making stuff&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Engineering Workshop Facility==&lt;br /&gt;
The workshop is available as a [[Workshop_(Apocalypse)|Small]] facility in the beginning, and when the relevent research is completed, a [[Advanced_Workshop_(Apocalypse)|Large]] facility will be an option. Placing small or large workshops would be ideally spread across all bases to limit the possibilty of losing all manufacturing capability if built only in one base.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
[[Image:WorkshopApocalypse.png|frame|A compact workshop base layout ...which will wipe out all manufacturing capability if it were to be lost.]]&lt;br /&gt;
These is nothing to built at the start!&amp;lt;br&amp;gt; &lt;br /&gt;
X-Com will need to build more facilities in the future to enable the manufacture of advanced weapons, crafts and devices, armors, etc. Constructing an item will allow a profit to be made when sold on the market.&lt;br /&gt;
* Optimising production allows larger profits!&lt;br /&gt;
&lt;br /&gt;
==Completion And Timing==&lt;br /&gt;
The timing to finish any project is always completed on the hour.&lt;br /&gt;
* Multiple small items of the same type built over a multiple day production run, will efficiently use workshop space and engineer skill instead of short stop-start projects.&lt;br /&gt;
* Maximum quantity in any project is &#039;&#039;&#039;50&#039;&#039;&#039;. The slider can be moved at anytime to increase or decreased this amount, up to the limit.&lt;br /&gt;
* A project started within the current hour, will be calculated as if it started from the beginning (of this hour).&lt;br /&gt;
:eg: a project started at 0:59 and needing one hour to build three items, will complete the project in one minute! ...because &#039;&#039;always completed on the hour&#039;&#039;. (see &#039;&#039;&#039;Build Time&#039;&#039;&#039;&amp;amp;Dagger; below)&lt;br /&gt;
* Building something that can be recovered from a mission may not be the best use of the workshop. If nothing is needed to be built, build anything that gives the best profits.&lt;br /&gt;
* An idle workshop is wasting money! Get your money&#039;s worth!&lt;br /&gt;
&lt;br /&gt;
==Cancel A Project==&lt;br /&gt;
If needing to start a new project as soon as possible and there is a large project already in progress, it is best to not outright cancel it, but to move the slider to have no more remaining items in the build queue and then allow this product to finish. If cancelled, the progress made with this last item will be lost, including any costs.&lt;br /&gt;
* Massive projects, usually taking many days for just one item and should be planned so that it is not cancelled.&lt;br /&gt;
* If a project will still take many hours to complete with no more items remaining in the quantity queue, the decision to cancel (usually something big and expensive) may be an unacceptable waste of funds.&lt;br /&gt;
* Time is money!&lt;br /&gt;
&lt;br /&gt;
==Overheads==&lt;br /&gt;
or, &#039;&#039;Costs Of Upkeep&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Engineers receive a salary and maintenance of facilities (living and workshop) which will reduce your profits by a certain amount each and every week. Once a project&#039;s profit is calculated without interuption (preferably over a whole week), it is then matched with the size of the facility being used. Profit totals will become more accurate:&lt;br /&gt;
* Small Workshop costs = 250&lt;br /&gt;
: Living quarters is half filled, so maintenance can be halved as well.&lt;br /&gt;
* Large Workshop costs = 500&amp;lt;br&amp;gt;&lt;br /&gt;
* An idle workshop is inefficient! Make something even if it is barely profitable!&lt;br /&gt;
&lt;br /&gt;
==Flooding The Market==&lt;br /&gt;
Every item is profitable to manufacture, but your sell price (and eventual profit) is determined by market forces. If you are selling so much (ie: flooding) that you drive the price down in the proceeding weeks, you will have to re-evaluate each manufacturing run using this new sell price of the new week, to find the best profits.&lt;br /&gt;
* Items recovered or built-in-bulk may be hoarded until the sell price rises if storage space is of no concern.&amp;lt;br&amp;gt;&lt;br /&gt;
Items have differing amounts in the &#039;&#039;&#039;Market Capacity&#039;&#039;&#039; column which is a rough indicator of how many you can sell before you influence the &#039;&#039;&#039;Sell Price&#039;&#039;&#039; towards its lowest value.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: selling x25 Dimension Missiles may slightly reduce the new-week sell price, but selling x25 Disruptor Guns will be classed as &#039;flooding&#039; and will drive the sell price down, faster with a &#039;flood&#039; every consecutive new week.&amp;lt;br&amp;gt;&lt;br /&gt;
* An idle workshop is not making money!  Swap manufacturing projects every week to avoid flooding the market with a single item.&lt;br /&gt;
&lt;br /&gt;
==Chart Definitions And Formulae==&lt;br /&gt;
Note: Advanced Workshop = &#039;&#039;Large&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Small Workshop = 500 total skill, maintenance 250 per week.&amp;lt;br&amp;gt;&lt;br /&gt;
Large Workshop = 1000 total skill, maintenance 500 per week.&lt;br /&gt;
* &#039;&#039;&#039;Manufacture Item&#039;&#039;&#039;: no know = no no.&lt;br /&gt;
* &#039;&#039;&#039;Build Cost&#039;&#039;&#039;: Internal cost to build one item.&lt;br /&gt;
* &#039;&#039;&#039;Build Time&#039;&#039;&#039;&amp;amp;Dagger;: Internal time to build one item if spanning &amp;lt;u&amp;gt;multiple&amp;lt;/u&amp;gt; hours.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Build Time H&#039;&#039;&#039;: Produce one unit in amount of hours (unrounded), based on &#039;&#039;Facility&#039;&#039;.&lt;br /&gt;
 Build Time H = {Build Time &amp;amp;divide; Facility}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Facility&#039;&#039;&#039;: Small (500) or Large (1000). Using &#039;&#039;Large&#039;&#039; to build &#039;&#039;Small&#039;&#039; items allows double production quantity and profit.&lt;br /&gt;
* &#039;&#039;&#039;Market Capacity&#039;&#039;&#039;: how much to sell before price starts to gets affected at the end of the week, every week.&lt;br /&gt;
* &#039;&#039;&#039;Sell Price&#039;&#039;&#039;: typical of the market.&lt;br /&gt;
* &#039;&#039;&#039;Raw Profit&#039;&#039;&#039;: sell &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; of something to get this amount of credit-dollars (disregarding maintenance costs or time taken to build).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Profit Per Build Time&#039;&#039;&#039;: portion of a credit-dollar you get for each tick of the build clock (Facility irrelevant, not based on hours).&lt;br /&gt;
 Profit Per Build Time = {Raw Profits &amp;amp;divide; Build Time}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Profit Per Hour&#039;&#039;&#039;: $$$.&amp;amp;cent;&amp;amp;cent; money per hour dependant on Facility&lt;br /&gt;
 Profit Per Hour = {Raw Profits &amp;amp;divide; Build Time H}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Quantity Per Week&#039;&#039;&#039;: un-interrupted production in a full and &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; one week, 168hours (disregarding maintenance).&lt;br /&gt;
 Quantity Per Week = {168 &amp;amp;divide; Build Time H}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Profit Per Week&#039;&#039;&#039;: comparison of a total week production run which will depend of maintenance which is &amp;lt;u&amp;gt;not included&amp;lt;/u&amp;gt;.&lt;br /&gt;
 Profit Per Week = {Quantity Per Week &amp;amp;times; Raw Profit}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;| style=white-space:nowrap| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Manufacture Item !! Build Time !! Facility !! Build Time H&amp;amp;sup1; !! Build Cost !! Sell Price !! Raw Profit&amp;amp;sup2; !! Profit Per Build Time&amp;amp;sup3; !! Market&amp;lt;br&amp;gt;Capacity !! Profit Per Hour&amp;amp;sup3; !! Quantity Per Week&amp;amp;dagger; !! Profit Per Week&amp;amp;sup3;&lt;br /&gt;
|-&lt;br /&gt;
|[[Bio-Transport_Module_(Apocalypse)|Bio-Transport Module]] || 4000 || &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;small&amp;lt;/span&amp;gt; || 8 || 750 || 950 || 250 || &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;0.0625&amp;lt;/span&amp;gt; || 4 || 31.25 || 21 || 5250&lt;br /&gt;
|-&lt;br /&gt;
|[[Boomeroid]] || 3000 || small || 6 || 230 || 840 || 610 || 0.2033&amp;amp;darr; || 15 || 101.67 || 28 || 17080&lt;br /&gt;
|-&lt;br /&gt;
|[[Vortex_Mine|Vortex Mine]] || 5000 || small || 10 || 250 || 1130 || 880 || 0.176 || 25 || 88 || 16.8 || 14784&lt;br /&gt;
|-&lt;br /&gt;
|[[Disruptor_Gun|Disruptor Gun]] || 7000 || small || 14 || 600 || 2100 || 1500 || 0.2143&amp;amp;darr; || 10 || 107.14 || 12 || 18000&lt;br /&gt;
|-&lt;br /&gt;
|[[Devastator_Cannon|Devastator Cannon]] || 12000 || small || 24 || 1200 || 4500 || 3300 || 0.275 || 20 || 137.5 || 7 || 23100&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimension_Missile_Launcher|Dimension Missile Launcher]] || 5500 || small || 11 || 1200 || 3100 || 1900 || 0.3455&amp;amp;darr; || 25 ||172.72 || 15.27 || 39018&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimension_Missile_Launcher|Dimension Missile]] || 4000 || small || 8 || 400 || 1300 || 900 || 0.225 || 30 || 112.5 || 21 || 18900&lt;br /&gt;
|-&lt;br /&gt;
|[[Personal_Disruptor_Shield|Personal Disruptor Shield]] || 14000 || small || 28 || 2000 || 5770 || 3770 || 0.2693&amp;amp;darr; || 30 || 134.64 || 6 || 22620&lt;br /&gt;
|-&lt;br /&gt;
|[[Personal_Cloaking_Field|Personal Cloaking Field]] || 18000 || small || 36 || 3000 || 8300 || 5300 || 0.2944&amp;amp;darr; || 30 || 147.22 || 4.667 || 24733&lt;br /&gt;
|-&lt;br /&gt;
|[[Personal_Teleporter|Personal Teleporter]] || 25000 || small || 50 || 6000 || 18200 || 12200 || 0.488 || 40 || 244 || 3.36 || 40992&lt;br /&gt;
|-&lt;br /&gt;
|[[Biological_Warfare_(Apocalypse)|Toxigun]] || 3000 || &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;small&amp;lt;/span&amp;gt; || 6 || 1200 || 2780 || 1580 ||&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;0.5267&amp;lt;/span&amp;gt;&amp;amp;darr; || 8 || 263.33 || 28 || 44240&lt;br /&gt;
|-&lt;br /&gt;
|[[Biological_Warfare_(Apocalypse)|Toxigun Toxin A]] || 800 || small || 1.6 || 200 || 500 || 300 || 0.375 || 16 || 187.5 || 105 || 31500&lt;br /&gt;
|-&lt;br /&gt;
|[[Biological_Warfare_(Apocalypse)|Toxigun Toxin B]] ||| 900 || small || 1.8 || 300 || 700 || 400 || 0.4444&amp;amp;darr; || 16 || 222.22 || 93.3 || 37333&lt;br /&gt;
|-&lt;br /&gt;
|[[Biological_Warfare_(Apocalypse)|Toxigun Toxin C]] || 1000 || small || 2 || 400 || 900 || 500 || 0.5 || 16 || 250 || 84 || 42000&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec_Heavy_Launcher|Anti-Alien Gas Heavy Missile]] || 1200 || small || 2.4 || 280 || 700 || 420 || 0.35 || 15 || 175 || 70 || 29400&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec_MiniLauncher|Anti-Alien Gas Mini Missile]] || 1600 || small || 3.2 || 360 || 900 || 540 || 0.3375 || 30 || 168.75 || 52.5 || 28350&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien_Gas_(Apocalypse)|Anti-Alien Gas Grenade]] || 1000 || small || 2 || 250 || 600 || 350 || 0.35 || 15 || 175 || 84 || 29400&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)|Disruptor Armor - Head &amp;amp; Chest]] || 3800 || small || 7.6 || 1500 || 3480 || 1980 || 0.5211&amp;amp;darr; || 20 || 260.53 || 22.11 || 43768&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)|Disruptor Armor - Arms &amp;amp; Legs]] || 3400 || small || 6.8 || 1200 || 2830 || 1630 || 0.4794&amp;amp;darr; || 20 || 239.71 || 24.71 || 42271&lt;br /&gt;
|-&lt;br /&gt;
|[[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor Bomb Launcher]] || 8000 || large || 8 || 3000 || 7000 || 4000 || 0.5 || 8 || 500 || 21 || 84000&lt;br /&gt;
|-&lt;br /&gt;
|[[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor Inversion Bomb]] || 4000 || large || 4 || 1500 || 3500 || 2000 || 0.5 || 25 || 500 || 42 || 84000&lt;br /&gt;
|-&lt;br /&gt;
|[[Stasis_Bomb_Launcher_(Apocalypse)|Stasis Bomb Launcher]] || 6000 || large || 6 || 2000 || 4760 || 2760 || 0.46 || 10 || 460 || 28 || 77280&lt;br /&gt;
|-&lt;br /&gt;
|[[Stasis_Bomb_Launcher_(Apocalypse)|Stasis Field Bomb]] || 2000 || &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&#039;&#039;&#039;large&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 2 || 1200 || 2650 || 1450 || &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;&#039;&#039;&#039;0.725&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 || 725 || 84 || 121800&lt;br /&gt;
|-&lt;br /&gt;
|[[Disruptor_Multi-Bomb_Launcher_(Apocalypse)|Disruptor Multi-Bomb Launcher]] || 10000 || large || 10 || 4000 || 9260 || 5260 || 0.526 || 14 || 526 || 16.8 || 88368&lt;br /&gt;
|-&lt;br /&gt;
|[[Disruptor_Multi-Bomb_Launcher_(Apocalypse)|Disruptor Multi-Bomb]] || 5000 || large || 5 || 1800 || 4230 || 2430 || 0.486 || 30 || 486 || 33.6 || 81648&lt;br /&gt;
|-&lt;br /&gt;
|[[Light_Disruptor_Beam_(Apocalypse)|Light Disruptor Beam]] || 12000 || large || 12 || 2000 || 5600 || 3600 || 0.3 || 5 || 300 || 14 || 50400&lt;br /&gt;
|-&lt;br /&gt;
|[[Medium_Disruptor_Beam_(Apocalypse)|Medium Disruptor Beam]] || 20000 || large || 20 || 4000 || 10500 || 6500 || 0.325 || 10 || 325 || 8.4 || 56400&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy_Disruptor_Beam_(Apocalypse)|Heavy Disruptor Beam]] || 35000 || large || 35 || 8000 || 20500 || 12500 || 0.3571&amp;amp;darr; || 15 || 357.14 || 4.8 || 60000&lt;br /&gt;
|-&lt;br /&gt;
|[[Small_Disruption_Shield_(Apocalypse)|Small Disruption Shield]] || 20000 || large || 20 || 5000 || 12500 || 7500 || 0.375 || 10 || 375 || 8.4 || 63000&lt;br /&gt;
|-&lt;br /&gt;
|[[Large_Disruption_Shield_(Apocalypse)|Large Disruption Shield]] || 30000 || large || 30 || 8000 || 19800 || 11800 || 0.3933&amp;amp;darr; || 15 || 393.33 || 5.6 || 66080&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaking_Field_(Apocalypse)|Cloaking Field]] || 35000 || large || 35 || 6000 || 16450 || 10450 || 0.2986&amp;amp;darr; || 17 || 298.57 || 4.8 || 50160&lt;br /&gt;
|-&lt;br /&gt;
|[[Teleporter_(Apocalypse)|Teleporter]] || 45000 || large || 45 || 11000 || 27700 || 16700 || 0.3711&amp;amp;darr; || 20 || 371.11 || 3.73 || 62347&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced_Control_System_(Apocalypse)|Advanced Control System]] || 15000 || small || 30 || 4000 || 8000 || 4000 || 0.2667&amp;amp;darr; || 6 || 133.33 || 5.6 || 22400&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimension_Probe|Dimension Probe]] || 25000 || &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;large&amp;lt;/span&amp;gt; || 25 || 6000 || 10000 || 4000 || &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;0.16&amp;lt;/span&amp;gt; || 2 || 160 || 6.72 || 26880&lt;br /&gt;
|-&lt;br /&gt;
|[[Bio-Trans]] || 35000 || &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;large&amp;lt;/span&amp;gt; || 35 || 12000 || 34000 || 22000 || &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;0.6286&amp;lt;/span&amp;gt;&amp;amp;darr; || 2 || 628.57 || 4.8 || 105600&lt;br /&gt;
|-&lt;br /&gt;
|[[Explorer]] || 55000 || large || 55 || 22000 || 44000 || 22000 || 0.4 || 2 || 400 || 3.05 || 67200&lt;br /&gt;
|-&lt;br /&gt;
|[[Retaliator]] || 75000 || large || 75 || 35000 || 70000 || 35000 || 0.4667&amp;amp;darr; || 2 || 466.67 || 2.24 || 78400&lt;br /&gt;
|-&lt;br /&gt;
|[[Annihilator]] || 100000 || large || 100 || 50000 || 100000 || 50000 || 0.5 || 2 || 500 || 1.68 || 84000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup1; Based on listed Facility ie: Small will use 500, Large will use 1000 in the final calculations&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup2; Not regarding time, salary, maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;sup3; Rounding is only used for display only, all other calculations use the real number.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;darr; Shortened to four decimal places.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;dagger; Quantity listed as decimal number = optimisation needed if not doing multi-week projects.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
====Optimisation====&lt;br /&gt;
Every single skill point closer to the perfect 1000 total skill will decrease the time taken.&lt;br /&gt;
* &amp;quot;Project Complete&amp;quot; screen only appears at the &#039;&#039;&#039;start of a new hour&#039;&#039;&#039;. If your project takes even one more minute into the new hour, you lose 59minutes because ...&amp;quot;start of a new hour&amp;quot;!&lt;br /&gt;
* The best scenario would be to time a project so it finishes exactly on-a-new-hour when &amp;lt;u&amp;gt;exact&amp;lt;/u&amp;gt; numbers are used in the calculation, but&amp;lt;br&amp;gt;&lt;br /&gt;
* Timing a project&#039;s end time when decimal numbers are included will give a very close approximation, so making it finish with no more than one minute before the hour allows some rounding errors.&lt;br /&gt;
* If a small project can complete in one hour, the end-time will be at the end of this current hour irrelevant of when it was started (see above &#039;&#039;&#039;Build Time&#039;&#039;&#039;&amp;amp;Dagger;).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;ad infinitum ad nauseam&#039;&#039;====&lt;br /&gt;
Profits and all the calculations...&lt;br /&gt;
* Start a project to last many days so that losing 1hour of time at the end becomes insignificant.&lt;br /&gt;
:eg: losing 1hour of a 96hour total time production run is almost irrelevant, but losing 59minutes every 1hr+1min project run is unacceptable waste.&lt;br /&gt;
* The amount of exotic items recovered on the battlescape will be much more profitable if you can manage to stop blowing things up for even just a second!! ...than trying to squeeze out the perfect production run. Its not an Accounting game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&amp;diff=117596</id>
		<title>Making the Game Harder (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_the_Game_Harder_(Apocalypse)&amp;diff=117596"/>
		<updated>2023-12-03T22:26:11Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Superhuman? ...too easy!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 For USER GUIDES, see bottom of page&lt;br /&gt;
&lt;br /&gt;
=Beyond Superhuman=&lt;br /&gt;
&lt;br /&gt;
==No Money Exploits==&lt;br /&gt;
There are a few shady ways to gain money such as with stripping Stormdogs or messing with the engineering screen. It kinda goes without saying but don&#039;t do that.&lt;br /&gt;
&lt;br /&gt;
==Real Time Only==&lt;br /&gt;
For those of you who only use turn-based play, while some consider RT easier, it also involves a lot of thinking and reactions on your part and thus allowing for a more interactive, and in some place harder game play.&lt;br /&gt;
&lt;br /&gt;
===No Pausing===&lt;br /&gt;
Now we&#039;re talking. The ability to pause makes RT play &#039;&#039;much&#039;&#039; easier, and basically removes the necessity for quick thinking. Without pausing, real-time play really comes into its own in difficulty.&lt;br /&gt;
&lt;br /&gt;
==Turn-Based Only==&lt;br /&gt;
In contrast to the [[Making the Game Harder (Apocalypse)#Real Time Only|Real Time Only]] you can play in only Turn-Based Combat, this instantly makes a number of aliens a lot more dangerous, especially if your men have low reactions as the [[Brainsucker (Apocalypse)|Brainsucker]] and [[Popper (Apocalypse)|Popper]] can run up to your men and Brain-Suck you or explode in your face without your men being able to react like they can in Real Time. Additionally, Security Stations do not function in TB, so base defence missions will be &#039;&#039;far&#039;&#039; more difficult and will require a substantial garrison.&lt;br /&gt;
&lt;br /&gt;
==No Infiltration Graph==&lt;br /&gt;
The alien infiltration graph is both rather implausible (how, exactly, are you getting this information?) and incredibly effective; simply comparing the list of organisations being infiltrated against the areas where aliens have been inserted will, in 90% of cases, pinpoint their exact positions and let you exterminate them. So, don&#039;t use it. This makes it crucial to shoot down as many of the transports as possible, because if they drop troops you&#039;ll be faced with the choice of investigating every nearby building (and taking a relations hit) or waiting for an alert (and risking alien takeover).&lt;br /&gt;
&lt;br /&gt;
==No Humans Allowed==&lt;br /&gt;
You can never use human soldiers in combat. Fire the soldiers you start with. Start recruiting from SELF and the Mutant Alliance ASAP. Both soldier types are fairly uncommon but for an extra challenge you can opt to only use androids or only hybrids.&lt;br /&gt;
&lt;br /&gt;
==Senate Funding Only==&lt;br /&gt;
This is basically in the same area as the Council Income Only in UFO and TFTD. You must rely on the Senate&#039;s Funding and selling stuff.  Unlike in previous titles a huge chunk of XCOM&#039;s funding comes from the Senate, so this mode isn&#039;t as tough as it sounds.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Run a Sweatshop===&lt;br /&gt;
You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[Bio-Trans]] comes with extra modules, so to settle any arguments don&#039;t sell those either.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Raid Other Organizations===&lt;br /&gt;
You can not raid organizations for their phat lewt. This will be rough especially in the first few weeks as XCOM starts on a tight budget and raiding is the only other source of income. After a few weeks the Senate&#039;s income grows enough that you can manage. &lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sell Artifacts===&lt;br /&gt;
Don&#039;t sell any alien tech. Mod all alien artifacts to have zero value if you must, or sell it before it gets a price tag from research. Alien tech does pile up in storage after a while so be sure to blow up bodies and make judicious use of &amp;quot;abandon battle&amp;quot;. You don&#039;t really need the huge surge of artifact money to beat Apoc in any way.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sell Anything. ANYTHING.===&lt;br /&gt;
For an increased Challenge, don&#039;t sell anything at all! This will hurt badly when upgrading to the Air Hawk, and you will not be able to manufacture for profit nor refund anything you don&#039;t like. Also be prepared to manage the huge amount of JUNK that will pile up in your storage, perhaps by abandoning it in battle! Remember that alien bodies are incinerated and not sold so burn away.&lt;br /&gt;
&lt;br /&gt;
==Restricting Tech==&lt;br /&gt;
Unlike in previous XCOMs the starting equipment never really becomes obsolete. Arthropods and Skeletoids are featured the entire game and they can be killed with machine guns or autocannons all game long. UFOs can be destroyed with conventional missiles, while top tier UFOs are still manageable with elerium guns and tanks. Megaprimus definitely gives everything you need to beat the alien menace so go give it a try.&lt;br /&gt;
&lt;br /&gt;
===Human Tech Only===&lt;br /&gt;
You can not use any researched alien projects. No disruptors, no shields, no vortex mines and so forth. This mode does not preclude XCOM from building the hybrid craft needed to breach the alien dimension, but you can not equip them with alien tech like shields or disruptor weapons. On the plus side this saves you a lot of trouble having to research them!&lt;br /&gt;
&lt;br /&gt;
===No [[Biological_Warfare_(Apocalypse)|Toxigun]]===&lt;br /&gt;
The Toxigun is the single most powerful weapon against the alien menace. So don&#039;t use it. Even Alien Gas is more fair than the Toxigun.&lt;br /&gt;
&lt;br /&gt;
===No [[Alien_Gas_(Apocalypse)|Anti-Alien Gas]]===&lt;br /&gt;
Okay, Alien Gas isn&#039;t really THAT fair. But you already made it through 90% of Apocalypse without using it. You may as well grit down and power through that last stretch, and maybe even kill the Queenspawn to avoid the temptation.&lt;br /&gt;
&lt;br /&gt;
===No [[Megapol_Stun_Grenade|Stun Grenades]]===&lt;br /&gt;
Stun Grenades are good. Like REALLY good. They can KO brainsuckers as they hatch, get you early game shields, or prevent Multiworms from breaching their offspring. Give yourself a challenge and don&#039;t use them.&lt;br /&gt;
&lt;br /&gt;
===No [[Agents_Armor_(Apocalypse)|Disruptor Armor]]===&lt;br /&gt;
First you restrict your weapon selection and now this! Megapol armor is pretty good but expect a return of the mortality rates you are familiar with in UFO/TFTD.&lt;br /&gt;
&lt;br /&gt;
===No Shields===&lt;br /&gt;
Don&#039;t ever let an [[Personal_Disruptor_Shield|agent]] or [[Small_Disruption_Shield_(Apocalypse)|vehicle&#039;s]] health bar turn blue. Shields are so good they had to be mentioned twice. &lt;br /&gt;
&lt;br /&gt;
===No Explosives===&lt;br /&gt;
If it deals explosive damage, don&#039;t use it. If you mind control an alien and he has ([[Popper|or is made of]]) explosives, don&#039;t use it. Better make friends with Diablo right away because the only way to cure the alien menace is with [[Incendiary_Grenade|Cleansing Flame]]. This doesn&#039;t exclude you from using incendiary weapons or from setting off those massive chain reacting piles of alien explosives because face it, that&#039;s going to happen no matter what. But it&#039;s a bit tricky to set off explosives without &#039;&#039;using&#039;&#039; explosives.&lt;br /&gt;
&lt;br /&gt;
===Conventional Craft Only===&lt;br /&gt;
All XCOM hybrid craft are prohibited. The only exception is to have a single Bio-Trans (One only or fleet cap: 1), which is the absolute minimum to probe the alien dimension, invade it, and beat the game. Good luck invading the alien dimension with one little ship! Note that the aliens send more UFOs to Megaprimus than they can manufacture, so you can slowly empty the alien dimension by killing all invaders.&lt;br /&gt;
&lt;br /&gt;
===No [[Hoverbike_(Apocalypse)|Hoverbikes]]===&lt;br /&gt;
Hoverbikes are one of the most effective combat vehicles early in the game and they can serve you well into midgame. Sell them off and start using the other vehicles instead. Combine with Conventional Craft Only for some serious endgame trouble.&lt;br /&gt;
&lt;br /&gt;
===No [[Elerium_(Apocalypse)|Elerium]]===&lt;br /&gt;
Hoo boy. Elerium fuels the best conventional craft weapons in the game. Mid tier UFOs will be tricky targets and the final large types will be nigh impossible to take down. Ammo will be tight so you will need a strong combination of both air and ground forces to succeed. Fortunately you do not actually need to destroy all the UFO types to unlock effective Hybrid craft.&lt;br /&gt;
&lt;br /&gt;
There are three Elerium based items for your agents to use, the [[Megapol_Plasma_Gun|Megapol Plasma Gun]], the [[Power_Sword|Power Sword]], and the [[Agents_Armor_(Apocalypse)|Marsec Armor]] chest unit. All three options are respectably useful but are fairly rare as is so there&#039;s no problem managing without it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Making the game SILLIER (and giving yourself a harder time in doing so) ==&lt;br /&gt;
&lt;br /&gt;
The below are some silly little challenges I gave myself, I enjoyed them and hope you might enjoy them too:&lt;br /&gt;
&lt;br /&gt;
1. Make X-COM active in Public Relations! ... Make everyone love you, and hate the aliens and the Cult Of Sirius. Making them love you can be settled with just money, but making everyone hate the COS and aliens is a BIT more work...&lt;br /&gt;
EDIT: Turns out this is actually a VERY effective way of playing the game. I made EVERYONE hate the COS by baiting their temple defence forces to chase down my hoverbike, then parked in front of organization buildings and got them to blow up the building. The other organizations all ended up extremely hating the COS. Furthermore, all the organizations now love each other because whenever someone attacks or raids COS, everyone else likes them more. Government won&#039;t be thrilled at all that damage to the city though...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Make the COS hate the aliens. You would have to keep trying to bait the aliens into shooting up the COS temples. And I&#039;m not sure whether this shift in attitude will actually stick or the game is coded to have COS forgive the aliens. &lt;br /&gt;
(edit: I just tried this, and even though the aliens demolished 3 COS temples, COS still loves the aliens a lot)&lt;br /&gt;
(Edit2: Used Apoc&#039;d and made the aliens love everyone EXCEPT Xcom (cause I heard that might bug the game out) and the also HATE Cult Of Sirius. So, the next bombing mission, they bombed the living heck out of a COS temple. ... checked the relations with apoc&#039;d, and COS is still +100 for the aliens. So, as it turns out, the COS will love the aliens NO MATTER WHAT)&lt;br /&gt;
&lt;br /&gt;
3. Advance human technology beyond the aliens&#039; . The alien&#039;s tech level is based on your total tactical score. The humans&#039; tech levels are based on what week it is. If you purposely tank your tactical mission scores, you can keep the alien&#039;s using nothing but brainsuckers while even the most low tech human organization has advanced to personal shields and devastator cannons.&lt;br /&gt;
&lt;br /&gt;
4. Kill a megaspawn with just machine gun bullets. This probably isn&#039;t too hard once you have personal teleporters, in turn based mode, but it&#039;s SADISTIC. ... and it&#039;s going to use A LOT of bullets... like really really a lot of bullets.&lt;br /&gt;
(edit: I just tested it, it&#039;s only around 90 bullets, on Superhuman)&lt;br /&gt;
&lt;br /&gt;
5. Stun Raids are naughty. Only naughty people do stun raids. ... that&#039;s why, we should make the aliens do stun raids. ... Turns out, when you destroy the Control Chamber, the aliens will send every ship they have remaining on a bombing run of the city. ... Well then, what if you invaded the alien dimension and wiped out everything they have except that you spare all of their Escort Ships? ... you know, those purple things that ONLY have stasis bombs? And can&#039;t actually do any damage? Hahaha...&lt;br /&gt;
Edit: Evidently, this DOESN&#039;T work. I left 6 escorts only alive, and blew the control chamber, and the aliens just went into permanent AFK mode. Escorts are probably coded to ONLY be escorts and can&#039;t go on bombing missions.&lt;br /&gt;
&lt;br /&gt;
=User Guides=&lt;br /&gt;
* [[User_Guides_(Apocalypse)|General Hints &amp;amp; Tactics]] &lt;br /&gt;
* [[Mods_(Apocalypse)|Karadoc&#039;s Apoc Mod]]&lt;br /&gt;
* [[Defending_Mega_Primus_from_Evil_Space_Aliens,_a_Beginner&#039;s_Guide|Defending Mega-Primus From Evil Space Aliens]]&lt;br /&gt;
* [[AllOutWar&#039;s_X-Com_Apocalypse_Guide|AllOutWar&#039;s X-Com Apocalypse Guide]]&lt;br /&gt;
* [[NKF&#039;s_X-COM_Apocalypse:_Starter&#039;s_Guide|NKF&#039;s X-COM Apocalypse: Starters Guide]]&lt;br /&gt;
* [[Blitzing_(Apocalypse)|Blitzing]]&lt;br /&gt;
* [[Jasonred79&#039;s_Guide_to_Making_Friends_with_Corporations_for_FREE|Jasonred79&#039;s Guide To Making Friends With Corporations For FREE]]&lt;br /&gt;
* [[Jasonred79&#039;s_Guide_to_sandbagging_your_tactical_score|Jasonred79&#039;s Guide To Sandbagging Your Tactical Score]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Equipment_Analysis_(Apocalypse)|Equipment Analysis]]&lt;br /&gt;
* [[Utilities_(Apocalypse)|Useful Utilities (for General Editing and Fixing Bugs)]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&amp;diff=117595</id>
		<title>Psionics (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&amp;diff=117595"/>
		<updated>2023-12-03T22:23:35Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;X-Com agents use their latent psionic powers to attack an enemy with their mind.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Psionics= &lt;br /&gt;
* A naturally gifted unit can use a [[Mind Bender]] to telepathically manipulate any unit on the battlescape. The victim cannot be injured or killed outright but can be anally probed, stunned, demoralised, or mind-controlled.  &lt;br /&gt;
* An agent who has been trained in a Psi-Gym will become adept in the use of psionic projections.&lt;br /&gt;
==Psi Attributes==&lt;br /&gt;
An agent has three [[Agents Stats (Apocalypse)|psionic]] traits that govern their ability to either project or to resist &#039;mind games&#039;.&lt;br /&gt;
===Psi Energy===&lt;br /&gt;
Agent&#039;s psionic energy available to project onto a victim. Slowly recharges. &lt;br /&gt;
===Psi Attack===&lt;br /&gt;
Agent&#039;s aptitude of performing the particular choice of psionic projection.&lt;br /&gt;
===Psi Defence===&lt;br /&gt;
The agent&#039;s ability to resist psionic manipulation.&lt;br /&gt;
&lt;br /&gt;
==Agents For Hire==&lt;br /&gt;
Humans: All have very low psionic attributes and need maximum training to perform even the easiest of psionic projections.(Probe Unit). It is not worth the time, cost, or effort.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Agents_(Apocalypse)|&#039;&#039;&#039;Hybrids&#039;&#039;&#039;]]: Sectoid-Human hybrids are best suited for improvement due to their high base-level psionic attributes. To have the best Psi-Troops, hybrids available for hire should be selected for the best natural psionic ability levels, since Psi-Gym training will triple the base values. &#039;&#039;Psi Attack&#039;&#039; and &#039;&#039;Psi Energy&#039;&#039; are together used for psionic manipulation. Both should be high since strong &#039;&#039;Psi Attack&#039;&#039; is useless unless your have the energy to use it, and &#039;&#039;Psi Energy&#039;&#039; will be depleted without effect if &#039;&#039;Psi Attack&#039;&#039; is weak (gives low percentages).&amp;lt;br&amp;gt;&lt;br /&gt;
Androids: Cannot use psionics which also makes them immune to any projections.&lt;br /&gt;
&lt;br /&gt;
==Psionic Improvement==&lt;br /&gt;
An agent&#039;s ability to perform psionic projections is very weak even for hybrids. Abilities will become much more powerful and with a greater chance of success when a suitable agent is trained to completion.&lt;br /&gt;
* Psionics ability is trained inside the base facility: [[Psi-Gym (Apocalypse)|Psi-Gym]].&lt;br /&gt;
* The training of attributes will cease when the original psionic-skill-set values have tripled.&lt;br /&gt;
&lt;br /&gt;
==Psionic Targets==&lt;br /&gt;
To avoid X-Com agents being the subject of mind games, &#039;&#039;&#039;kill the psionic unit&#039;&#039;&#039;.&lt;br /&gt;
* An X-Com agent may cancel their own projection manually.&lt;br /&gt;
* Any unit to be manipulated must be directly visible to the agent who will be performing the projection.&lt;br /&gt;
* If &#039;&#039;Psi Energy&#039;&#039; is depleted, any active projections will immediately fail.&lt;br /&gt;
* Purposely allowing an X-Com unit to be panicked or stunned will keep the psi-attacker &#039;connected&#039; with this agent. The hostile will expend their Psi Energy with only minor overall combat effect.&lt;br /&gt;
* Any unit under hostile mind control will pick up weapons/grenades to use against your troops and if none are near, may use a stun grapple instead.&lt;br /&gt;
* Manipulated X-Com agents can be targeted by other X-Com agents to remove a threat (eg: stun a panicking unit who is equipped with a dangerous weapon).&lt;br /&gt;
* Any agent which has been mind controlled by the aliens should be immediately targeted by X-Com for mind control to &#039;return&#039; the agent. The target unit is usually mind controlled again since they are visible to the hostile projector. Hide this &#039;&#039;Psi Defense&#039;&#039; weak agent if your own hybrids are depleted of &#039;&#039;Psi Energy&#039;&#039; or use a stun effect to temporarily remove the threat.&lt;br /&gt;
* A flying agent under attack by &amp;quot;Stun&amp;quot; should immediately land before the effect is successful.&lt;br /&gt;
* The percentage chance to succeed is best when above 75% otherwise energy levels may be needlessly depleted until slowly recharged for another try.&lt;br /&gt;
* Projections will not work on entites that are immune or those which have naturally strong psionic resistance. The easiest function of a mind bender projection: &#039;&#039;Probe Unit&#039;&#039;, may have little chance to succeed on resistant entities and other projection choices available on the mind bender will mostly fail when attempted.&lt;br /&gt;
* A &amp;quot;Control Unit&amp;quot; (mind control) projection either works or doesn&#039;t. When successful, the effect will only cease when the psionic unit has depleted their &#039;&#039;Psi Energy&#039;&#039;, either is killed, or the subject under control is mind controlled by someone else.&lt;br /&gt;
* Projections can be used with a good chance of success by a skilled hybrid on any unit that carries a weapon: humans, [[Anthropod (Apocalypse)|anthropods]] and [[Skeletoid (Apocalypse)|skeletoids]] since their psionic resistance is naturally low.&lt;br /&gt;
* Brainsucked hybrid agents are capable of using their mind bender against your troops.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A mind-controlled unit can be used to go anywhere and scout areas and does not need to be constantly visible to the projector.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Psionics Against Neutrals==&lt;br /&gt;
Police can be best targeted for mind manipulation when performing a [[Tactical_Combat_Missions_(Apocalypse)#Raid|raid]] since these units have the lowest (randomised) &#039;&#039;Psi Defense&#039;&#039; of all security.&amp;lt;br&amp;gt;&lt;br /&gt;
Any mind-controlled entity is classed as an X-Com unit. If you place that entity into a very dangerous situation then cease the mind-control, it is of no concern to X-Com why that unit decided to detonate a grenade at their feet or [[Input_Device_Reference_(Apocalypse)|jump]] off from a very high roof.&amp;lt;br&amp;gt;&lt;br /&gt;
Any mind contolled unit &amp;lt;s&amp;gt;sitting in a fire&amp;lt;/s&amp;gt; injured while under mind control, this is viewed as an X-Com agent being hurt, however, if the mind-controlled unit is killed, it is classed as friendly fire and not direct enemy action. If the majority are killed off, others on the map may start to panic.&lt;br /&gt;
&lt;br /&gt;
==Psionics And You==&lt;br /&gt;
* Only &#039;weapon carriers&#039; should be attacked with psionics. Others are strongly resistant.&lt;br /&gt;
* Hire hybrids that have a higher than average psionic skill set and assign them to Psi Gym training immediately. When capable, they can psionically assist is battle and gain combat experience if using a weapon (preferabily a light-weight pistol).&lt;br /&gt;
* If possible, some hybrids can do [[Training Area (Apocalypse)|combat training]] and some learn in the psi gym, swapping them over occasionally (eg: every four weeks). Accuracy training proceeds faster if they can shoot and hit something on the battlescape.&lt;br /&gt;
* Mind controlled entities should be convinced to throw their weapons away to somewhere out of reach, drop primed grenades at their feet, play &#039;catch&#039; with a live proximity mine with their old friends, see how far they can &amp;lt;s&amp;gt;jump&amp;lt;/s&amp;gt; fly when up high on a roof, run into stun-gas clouds, go play in a fire, and go find other hostiles to show X-Com how many friends they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Base_Defense_(Apocalypse)|Next: Home Defense]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Capturing_Live_Aliens_(Apocalypse)|Previous: Live Alien Capture]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Training_(Apocalypse)|Physical Training]]&lt;br /&gt;
* [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
* [[Agents Stats (Apocalypse)|Agent Attributes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Combat_Experience_(Apocalypse)&amp;diff=117594</id>
		<title>Combat Experience (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Combat_Experience_(Apocalypse)&amp;diff=117594"/>
		<updated>2023-12-03T22:20:37Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In X-COM: Apocalypse, your [[Agents_(Apocalypse)|Agents&#039;]] stats can increase after combat (unless they are [[Agents_(Apocalypse)|androids]]). The improvements follow quite different rules than the [[Experience|system used]] in the first two games; there is no randomness, and there is no breakdown of stats into &amp;quot;primary&amp;quot; and &amp;quot;secondary&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Strength and psionic stats cannot be improved by combat. As such, any improvement in Strength must come from the [[Training Area (Apocalypse)|Training Area]] and any improvements in psionic stats must come from the [[Psi-Gym (Apocalypse)|Psi-Gym]].&lt;br /&gt;
&lt;br /&gt;
All combat improvements are subject to the ordinary stat caps (as displayed, these are 96 for Accuracy and 100 for everything else). XP is reset every mission.&lt;br /&gt;
&lt;br /&gt;
==Accuracy==&lt;br /&gt;
&lt;br /&gt;
Accuracy XP is gained every time a soldier hits a living target (including friendlies). Maximum Accuracy XP is 40.&lt;br /&gt;
&lt;br /&gt;
Accuracy improves by ceiling((96-Accuracy)/100 * floor(Accuracy XP/4)). This is in terms of displayed Accuracy, not the number stored in the game files.&lt;br /&gt;
&lt;br /&gt;
==Stamina and TU==&lt;br /&gt;
&lt;br /&gt;
Stamina XP is gained when a soldier uses Stamina - i.e. by running.&lt;br /&gt;
&lt;br /&gt;
Stamina improves by floor(Stamina XP/Stamina)/2 (second division is not rounded; Stamina can have half-points).&lt;br /&gt;
&lt;br /&gt;
TU improves by min(floor(Stamina XP/Stamina), 5).&lt;br /&gt;
&lt;br /&gt;
==Reactions==&lt;br /&gt;
&lt;br /&gt;
Reactions XP is gained every time a soldier hits with a reaction shot. This does not appear to occur during Real-Time missions.&lt;br /&gt;
&lt;br /&gt;
Reactions improves by min(floor(Reactions XP/Reactions), 5).&lt;br /&gt;
&lt;br /&gt;
==Health and Bravery==&lt;br /&gt;
&lt;br /&gt;
Health&amp;amp;Bravery XP is gained when a soldier kills enemies. The XP value is equal to the [[Unit Stats (Apocalypse)|score value]] of all enemies killed by that soldier that mission.&lt;br /&gt;
&lt;br /&gt;
Health improves by 1 if Health&amp;amp;Bravery XP is between 15 and 29, or by 2 if Health&amp;amp;Bravery XP is 30 or more.&lt;br /&gt;
&lt;br /&gt;
Bravery improves by 10 if (Health&amp;amp;Bravery XP/Bravery) &amp;gt; 0.5 (e.g. Bravery would improve from 50 to 60 if a soldier killed 26 or more points worth of enemies in a mission).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Training_(Apocalypse)|Return: Training]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blitzing_(Apocalypse)&amp;diff=117593</id>
		<title>Blitzing (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blitzing_(Apocalypse)&amp;diff=117593"/>
		<updated>2023-12-03T22:19:30Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blitzing is a tactic to use when you want to speed up gameplay during battles, using [[Real-Time Combat (Apocalypse)|Real-Time Combat]]. It will cut down in micromanagement of your teams making the game faster but also more deadly for both X-COM [[Agents_(Apocalypse)|Agents]] and its [[Population (Apocalypse)|human]] and [[Alien Life Forms (Apocalypse)|Alien]] opponents. &lt;br /&gt;
&lt;br /&gt;
==Squad Organization==&lt;br /&gt;
Usually it is better to bring teams of 12 Agents, in the cases of the bigger UFOs this number can be increased. The main reason for this regards battlefield size and speed: during building combat the map will be doubled if you bring more than 12 Agents and it will speed up play the less time you are spending on issuing orders. &lt;br /&gt;
&lt;br /&gt;
The 2nd aspect is squad organization. The issue to consider here is that the smaller the individual squads the easily it will be to command them. Squads up to 3 soldiers can be controlled easier than bigger squads. In the case of larger squads you will have to micromanage each soldier since they will stick together, risking casualties from enemy grenades and/or friendly fire. &lt;br /&gt;
&lt;br /&gt;
By contrast, a squad made of 2-3 Agents with the same weapons and skills can be given most basic orders that would be given to individual units, such as moving and choosing types of fire and agents&#039; attitude. The micromanagement will be cut down to a certain number of actions such as usage of grenades or other equipment, throwing things, etc.&lt;br /&gt;
&lt;br /&gt;
This is the first element to consider when equipping agents: making sure that the agent has a specific role (scout, rifleman, heavy weapons, etc.). Then join them together in pairs or trios, each capable of acting with a specific role. The second element is their speed: the closer the speed of the individual squads is, the better since it will prevent lone agents outrunning other squad units by a significant margin. This is specially important regarding roles that require plenty of movement.&lt;br /&gt;
&lt;br /&gt;
==Agents==&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
This really depends on your personal choice but here are a few examples: &lt;br /&gt;
* Scout - Scout units are usually lightly armed, usually with pistols and grenades. They might also be equipped with [[Agents_Armor_(Apocalypse)|Marsec Armor]] for increased speed and maneuverability. The mission of these units is to move fast and detect any aliens but keeping their distance. To increase their lethality these units can later be equipped also with a [[Marsec Minilauncher|Minilauncher]].&lt;br /&gt;
* Sniper - Carrying the [[Megapol Laser Sniper Gun]] or even the [[Marsec M4000 Machine Gun|M4000 Machine Gun]] these units are responsible for providing long range precise reaction fire. The low rate of fire of the Sniper Rifle limits its use at close range thus requiring additional protection for other units. &lt;br /&gt;
* Heavy Weapons - These units have plenty of weapon options, ranging from the [[Megapol Auto Cannon]], [[Marsec Minilauncher|Minilauncher]] and [[Marsec Heavy Launcher]]. Both require strength and in the case of the Autocannon some firing skill. Heavy units equipped with launchers may also require close protection. &lt;br /&gt;
* Assault - These agents have four requirements: speed, reactions and strength. And some serious firepower to deal with any hostile units quickly. For that last reason one possibility to equip these units will be with 2 main weapons on each hand, ranging from the [[Megapol Plasma Gun]] to [[Marsec Minilauncher|Minilaunchers]].&lt;br /&gt;
* Grenadier - Fast with firing ability (to throw grenades), these units can be useful for attacking areas with plenty of enemies but they will be vulnerable at close range. Grenadiers can be useful units but they will require more micromanagement to use. &lt;br /&gt;
* Droid - [[Agents_(Apocalypse)|Androids]] can be used in any of the roles mentioned above. Their invulnerability to [[Brainsucker]]s and Psi attacks makes them very useful on Scout and Assault roles. &lt;br /&gt;
* Reserve - Essentially rookies/agents whose stats haven&#039;t reached yet any of the existing squads physical requirements. They can be equipped with whatever is necessary for the mission and can be used to reinforce any area of the battlefield.&lt;br /&gt;
* Psi - Not really of much use on this tactic because of the heavy micromanagement required (and the initial physical handicaps of [[Agents_(Apocalypse)|Hybrids]], 1 or 2 units may prove useful later.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
Another option to reduce micromanaging on the battlefield is to use a naming system that both describes their role and a number up to three. For instance, Blue One for the first Sniper, etc.&lt;br /&gt;
&lt;br /&gt;
This system will allow you to easily identify the squad involved when you receive messages regarding Agents on the [[Battlescape Overview (Apocalypse)#Battlescape Screen|Battlescape Screen]]. Instead of having to seek visually for the agent involved you can quickly move to its location by clicking on the number of its respective squad. &lt;br /&gt;
&lt;br /&gt;
If you have more than 3/4 soldiers on a base for each role, you can split them into groups up to 3 and create a new name assigned with that role, for instant first assault group is Red, second is Orange. This will help in managing newly hired agents and casualties and in creating strike teams. &lt;br /&gt;
&lt;br /&gt;
It will also help to send strike missions composed of soldiers from multiple bases (might be necessary if there are plenty of injured soldiers) by making it easier to know which roles are required to fill out the crew.&lt;br /&gt;
&lt;br /&gt;
==Squad Assignment==&lt;br /&gt;
This table shows an example using the indications followed above regarding role and naming.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;Squad Number&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Agents&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Blue 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blue 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Blue 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Red 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Red 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Grey 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grey 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Grey 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Black 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Black 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Tactically this assignment forms 4 squads, each specialized on its own role (Sniper, Assault, Scout, Heavy Weapons). This disposition can be used in open terrain where each squad can support one another but it will less efficient in enclosed combat areas. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Squad Number&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Agents&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Blue 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Black 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blue 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Blue 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Black 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Red 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Grey 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grey 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Red 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Grey 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Empty&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Squads 1-3 are long range heavy hitters while squads 4-6 are built for speed and some firepower. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Squad Number&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Agents&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Blue 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Red 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Grey 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blue 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grey 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Blue 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Red 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Grey 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Black 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Black 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Green 1&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Green 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Green 3&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Three squads assigned to enclosed combat with a 4th one of heavy weapons and a 5th of reserves supporting it. &lt;br /&gt;
&lt;br /&gt;
===Reassigning Squads===&lt;br /&gt;
The teams described above are only initial deployment examples: depending on the terrain found at the battle site and the progression of the battle it may be necessary to change the squad configuration for easier control.&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&amp;diff=117592</id>
		<title>Base Defense (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defense_(Apocalypse)&amp;diff=117592"/>
		<updated>2023-12-03T22:15:23Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by an invading ground force.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Immediately defend a newly purchased or recently undefended X-Com base by moving a heavily armed X-Com agent(s) to the building. They will be visiting the building if no living quarters are built and must carry all their equipment and bulk ammo. There are slight differences which depend on the reason why the base is undefended. (See below: &#039;&#039;&#039;Base Loss And Complications&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==Hostile Intent==&lt;br /&gt;
An [[Bases_(Apocalypse)|X-Com base]] targeted for attack by any [[Engaging_the_Enemy_(Apocalypse)|hostile ground force]] will immediately start a battlescape Base Defense mission. Agents and any [[Population_(Apocalypse)#X-COM_Technical_Personnel|technical personel]] will come under attack. If all your units are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, but not including the available &#039;base slot&#039;. A new base purchase, if available, will again use this slot.&lt;br /&gt;
&lt;br /&gt;
===Invaders===&lt;br /&gt;
The main entry into a base will be through the access lift. If vehicle repair bays are present, invaders often appear within. &lt;br /&gt;
* Aliens will be dropped by a UFO hovering above the home-cell, or nearby but within the property outline (overhead view), in the same fashion as any other [[Alien_Infiltration_(Apocalypse)|infiltration]] attempt. The infestation squad will be similar to the aliens typically aboard the type of UFO. The larger the craft, the larger the infiltration force.&amp;lt;br&amp;gt;&lt;br /&gt;
* Hostile organisations will attempt to destroy an X-Com base by kiling all units within, without any warning! There is no way to stop such action. A defensive layout of security stations and facilities will reduce X-Com losses, if any. Any damage will [[Facilities_(Apocalypse)|incur a repair cost]] after succesful defence.&lt;br /&gt;
* Any organisation attempting an base attack will use their own defence forces:&lt;br /&gt;
::Megapol will use &#039;&#039;&#039;Police&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Cult Of Sirius will use &#039;&#039;&#039;Cultists&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Gangs will use &#039;&#039;&#039;Gangsters&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
::Mega-Primus organisations will use [[Population_(Apocalypse)#Corporate_Hood|Corporate Hoods]] instead of their own &#039;&#039;&#039;Building Security&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
:::&#039;&#039;&#039;&#039;&#039;Hoods&#039;&#039;&#039; are hoodlums, thugs, junkies, criminals, hustlers, homeless bums, hookers, drug dealers, pimps, gang-bangers, street trash, hooligans, vandals, goons, villians, punks, someone named EsTeR, crooks, mobsters, bandits, etc.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Targets====&lt;br /&gt;
 What do they want? Money? Land? Equipment?...No.  DEATH TO X-COM!&lt;br /&gt;
Hostiles will move to random facilities searching for something to kill. Hostiles will not damage anything purposely. They do not destory the internals or anything else. They just want to kill.&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.&lt;br /&gt;
&lt;br /&gt;
===Security Stations===&lt;br /&gt;
Invaders will gain entry to the base via facilities which open out to the cityscape: the Access Lift and [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bays]]. Security stations placed adjacent to the lift in a choke-point fashion or cross-fire orientation may inflict heavy damage quickly on invaders, destroying their morale.&amp;lt;br&amp;gt;&lt;br /&gt;
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to explore your base for vunerable personel and prevent damage to [[Facilities_(Apocalypse)|facilities]] from combat. A single base is limited to using three security stations at any one time. More than three, the active stations are randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from multiple [[Vortex_Mine|large explosions]], blocking all [[Marsec_Armor|ground movement]] for all units. &lt;br /&gt;
&lt;br /&gt;
===Personel Limits===&lt;br /&gt;
A base defense battlescape has a total X-Com unit limit of thirty of the maximum of thirty-six slots.&amp;lt;br&amp;gt;&lt;br /&gt;
If a base has a large population, the pool of agents and technical personel are chosen randomly. An agent will &amp;lt;s&amp;gt;always&amp;lt;/s&amp;gt; be available from the population. Some [[Known_Bugs_(Apocalypse)#Base_Facility_Dissappears|errors]] may appear.&lt;br /&gt;
&lt;br /&gt;
===Building Garrison And Transfers===&lt;br /&gt;
Troops moved to newly purchased base (see above: &#039;&#039;&#039;Important&#039;&#039;&#039;) will still be visiting after the living quarters is built. To allow these defenders to become members of the base, they must be transfered to it by using Transfer Screen or by manual delivery (ie: using your own craft to transport the agents, then move them off it and into the home-cell).&amp;lt;br&amp;gt;&lt;br /&gt;
* If a living quarters has available space, any manually delivered agents will automatically allow them to become members of this base however, if an agent has walked to this base (used the people tubes), this agent will be visiting irrelevant if living space is available. They must either be specifically transferred to this base or use a vehicle for manual delivery (as mentioned above).&lt;br /&gt;
* Agents who are visiting do not use training, medical, psi-gym, etc. They don&#039;t belong to the base.&lt;br /&gt;
* Using your own craft (ie: manual delivery) instead of using Transtellar&#039;s [[Autotaxi_(Apocalypse)|Autotaxi]] service, will lessen any risk to your agents and is faster.&lt;br /&gt;
* Technical personel cannot be manually moved with a vehicle. They can only be relocated by using the &#039;&#039;&#039;Transfer&#039;&#039;&#039; button, and only [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|by walking]] or by [[Known_Bugs_(Apocalypse)#Ultra-Fast_Time:_Crazy_Transportation|using a taxi]].&lt;br /&gt;
&lt;br /&gt;
===Massive Damage &amp;amp; Repairs===&lt;br /&gt;
Any damage, no matter how minor, will be repaired and paid for by X-Com, irrelevant of avaialble funds.&amp;lt;br&amp;gt;&lt;br /&gt;
Any base [[Facilities_(Apocalypse)|facilites damaged]] completely (only floor tiles remain after all five levels have been completely demolished) will incur severe monetary loss. Any facility &amp;lt;u&amp;gt;cannot be destroyed&amp;lt;/u&amp;gt; and will be still available as normal when returning to the cityscape after a succesful base defence, but X-Com&#039;s funds will be reduced due to repairs.&lt;br /&gt;
&lt;br /&gt;
==Stand-Off Tactics==&lt;br /&gt;
Security Stations are ideally placed besides the access lift and vehicle repairs bays, if used:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Security stations are your first line of defence. Leave them to deal with any hostiles.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Do not garrison the security station with your own troops on the upper platform section. The whole room may suffer extensive damage.&lt;br /&gt;
* If agents or technical personel appear next to the access lift or security stations at the start of the base defence mission, they are extremely vunerable and are often killed. The priority is to immediately escape by using the blue-exit-tiles, but only if others are available to defend the base. If possible, place on the ground via inventory a 0.25sec timed smoke grenade (do not drop or throw since it takes longer to detonate) and run towards the exit tiles or away from the hostiles! A stun grenade(s) or incendiary thrown away from your escape route and towards the hostiles may cause them to run away from the cloud of gas or fire, instead of firing at your units. The outcome of this dangerous situation depends on position, layout, hostile forces, agent equipment and luck.&lt;br /&gt;
* Using a [[Motion_Scanner_(Apocalypse)|Motion Scanner]] is highly advisable.&lt;br /&gt;
* Wait for hostiles to make it past security stations. Do not attract their attention until the turrets are no longer firing or have been disabled.&lt;br /&gt;
* If the security facility has sustained damage to the walkways and stairs, hostiles may be prevented from moving past.&lt;br /&gt;
* Enhance the power of a live proximity mine by throwing an &amp;lt;u&amp;gt;un&amp;lt;/u&amp;gt;armed [[Marsec_High_Explosive|high explosive]] next to it, but within its detection range.&lt;br /&gt;
* Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed proximity mines in these areas pre-emptively could eliminate any stragglers who made it past the security stations. Mines placed in doorways will detonate if flying units move by on the same level as the mine. To avoid proximity mines with your own agents: micro-manage their movement to &#039;take the other door&#039; or &#039;move up the far side of the corridor&#039;, etc. If [[Boomeroid|Boomeroids]] are used, that thoroughfare is now off limits to X-Com - plan your movement carefully around such devices since they [[Known_Bugs_(Apocalypse)#Boomeroid_Heavy_Shadows|will move about]] (overhead view, purple dot).&lt;br /&gt;
* When hostiles are approaching from a side corridor, throw boomeroids forward (set bomb, don&#039;t RMB-throw) into the corner to get the bomb to jump immediately towards approaching entities ...otherwise don&#039;t since your retreat and regroup will be painful. Don&#039;t Get Hurt!&lt;br /&gt;
* A [[Power_Sword|Power Sword]] can make one-wide shortcut through the concrete walls if an agent is flying. Cut away high up to stop enemy ground forces using the new corridor. The only threat will be [[Skeletoid_(Apocalypse)|Skeletoids]] since they can fly.&lt;br /&gt;
* If the layout allows or your base is sparse, multiple unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the &amp;lt;u&amp;gt;unseen&amp;lt;/u&amp;gt; hostiles towards a far wall (depending on the weapon over-shoot) will hit anything in the way. A weapon projectile will stop in mid air when an unseen hostile is hit.&lt;br /&gt;
* Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your own ground-based troops must now [[Input_Device_Reference_(Apocalypse)|jump]] off the ledge to proceed the other way. It is possible that movement may be halted for both sides. Alternative methods of killing the invaders should be used: X-Com agents waiting in ambush, blind fire of rockets towards hostiles last known location, liberal use of grenades into craters, tunneling with a power sword to bypassed broken stairs, or just wait for hostiles to escape. Use the motion scanner when moving slowly to detect hidden hostiles or (always) have a [[Agents_Armor_(Apocalypse)|flying]] agent available.&lt;br /&gt;
* Defensive craters in a corridor to remove flanking opportunities for enemy units is a very desperate tactic. Cutting/blowing away stairs and platforms is also a viable tactic.&lt;br /&gt;
* Hostiles grouped around their dead friends make an easy target for a thrown grenade to set off the dropped ordinance.&lt;br /&gt;
* Technical personel are helpless when faced with a hostile unit. Avoid exposing them to any deadly threat whatsoever (eg: weapon overshoot) by moving them into the farthest sections of the base away from the access lift or repair bays. Destroying the route towards their hiding place (explosives or cutting) to isolate them will prevent the advance of hostiles.&lt;br /&gt;
* If the base layout allows and there are multiple paths to the access lift, avoid the main fight to reach the access lift to attempt an escape ...is a dangerous and desperate tactic to save some technical personel if they are being pursued by hostiles.&lt;br /&gt;
* Any units which escaped from the base will automatically return upon successful defence of the base.&lt;br /&gt;
* Trying to save those dropped exotic items for new research or to sell, is not the priority... it is &#039;&#039;&#039;Base Defense!&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Loss And Complications==&lt;br /&gt;
If your only base encounters a defence mission and is not successful for any reason, the base will be destroyed and you lose the game!&amp;lt;br&amp;gt;&lt;br /&gt;
...however, if two or more other bases remain:&lt;br /&gt;
* Any units which escaped from the base (they were moved onto the blue-exit-tiles within the battlescape mission) will move to the home-cell and will be visiting this building (your destroyed base) which [[Known_Bugs_(Apocalypse)#Is_That_Base_Yours.3F|is now]] a Government building.&lt;br /&gt;
* Other bases &amp;lt;s&amp;gt;with living quarters&amp;lt;/s&amp;gt; will accept all the displaced X-Com units. If living quarters are built somewhere and the base accepted displaced X-Com units, it will disregard the personel capacity:&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:Error-Living-Overcap-(Apocalypse).png|left]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Technical Personel from the lost base will become members of your (two or more - if not, see below &#039;&#039;&#039;One Base Remains&#039;&#039;&#039;) other bases but are stuck at the old home-cell. Their portrait picture denotes that they are visiting a building. They cannot be moved except via transfer. The only way to force these units to move out from the old home-cell and return to base, is to transfer them from their newly allocated base to any other base with Living Quarters and free capacity. They are in the list of base members somewhere but cannot be placed in a lab/shop since they are not present at the base. If multiple bases have taken these refugees, then each technical personel must be transferred somewhere else to make them move.&lt;br /&gt;
* If you buy a base to enable the transfer button (transfer button is inactive if you have only one base - you had two but just lost one), you must wait for Living Quarters to be built. Salary will still be paid for the new week but your technical personel are idle.&lt;br /&gt;
* Agents who escaped from the base defence mission before it failed, can be moved by &#039;&#039;Return To Base&#039;&#039;, picked up manually with an X-Com vehicle, or use &amp;quot;Go To Building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===One Base Remains===&lt;br /&gt;
* If it is not possible to purchase another base and you have technical personel which escaped from a failed base defence, the only option is to sack all units that escaped (except agents) from the lost base.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If they are gettin&#039; the boot later, why not let them just be bullet sponges instead of escape!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Home-Cell Strangeness===&lt;br /&gt;
If an X-Com base has just been [[Cityscape_Fighting_(Apocalypse)#Bombing_Buildings|bombed]] by hostiles and the home-cell was destroyed, but you did not get the message: &amp;quot;X-Com Base Destroyed&amp;quot;, only the residing or visiting X-Com units are killed. Any road based vehicles may be damaged or destroyed. The layout, base facilities and air vehicles are not affected. You end up with an unattended and active, but home-cell-less, base!&lt;br /&gt;
* If no units are present (...see &#039;&#039;&#039;Important&#039;&#039;&#039; top of page) and an X-Com-Base Attack mission is soon, the UFO ignores the state of the home-cell and will continue its mission. As there are no units where the home-cell once was, the base defence mission automatically fails and the base will be destroyed.&lt;br /&gt;
* If X-Com agents are delieverd (using people tubes or flying vehicles - no road vehicles since home-cell is gone) to the base with the destroyed home-cell before any further X-Com-Base Attacks (note: not Building Bombing), then any new agents will have their icon at the same place as the destroyed home-cell. Any new weapon impact on this cityscape tile (accidently or purposely) immediately kills all present. Any weapon will do. Weak weapons which cannot normally destroy a buidling tile will kill everyone just the same!&lt;br /&gt;
* The agents that have arrived after loss of the home-cell, they will defend the X-Com base as per usual.&lt;br /&gt;
* If the home-cell is destroyed - or the base is lost - transfered or newly hired units which were already en-route (on foot or AutoTaxi) will still attempt to reach the (missing) home-cell. Walking units will reach the tile where the home-cell was previously if people tubes are intact but vehicles will only end up driving in loops since there is no road access. If Ultra-Fast time is used briefly, all units will reach the tile. The portrait picture within the Agent Tab will show all units at this destroyed X-Com base are visiting.&lt;br /&gt;
* If at any time the message: &amp;quot;X-Com Base Destroyed&amp;quot; and UFOs are heading to the building with the intent of a X-Com-Base Attack, the [[Known_Bugs_(Apocalypse)#Misconceptions|drop blue rain]] animation will replace the [[Alien_Infiltration_(Apocalypse)|grey-smokey-tube]] animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Psionics_(Apocalypse)|Previous: Psionics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Bases_(Apocalypse)|X-Com Bases]]&lt;br /&gt;
* [[Relations_(Apocalypse)|Relations]]&lt;br /&gt;
* [[Alien_Life_Forms_(Apocalypse)|Alien Presence]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Turn-Based_Combat_(Apocalypse)&amp;diff=117591</id>
		<title>Turn-Based Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Turn-Based_Combat_(Apocalypse)&amp;diff=117591"/>
		<updated>2023-12-03T21:58:22Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: WIP - turn-base is what I don&amp;#039;t know alot about vesides what was learned from X-Com 1 and 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Turn Based Combat (TB)&lt;br /&gt;
[[Image:Icon-TurnBased-(Apocalypse).png|left|Turn-Based Comabt]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&#039;&#039;also known as the classic gameplay mode of &#039;&#039;&#039;X-Com: Enemy Unknown&#039;&#039;&#039; and &#039;&#039;&#039;X-Com: Terror From The Deep&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
==The Battlescape Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform in alternative sequence (their turn). &lt;br /&gt;
* All units have Time-Units which they use for movement and action points. &lt;br /&gt;
* Units will only react automatically (Reaction Fire) to hostiles only on the others turn. Reaction fire is not possible when the player is in control.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will decrease in large steps reletive to the severity when it is the players turn.&lt;br /&gt;
* Fire will spread each turn until it self extinguishes and gas effects will slowly dissipate after a full turn of being thick and potent.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
The Options menu allows the game to instantly pause time if certain requirements are met, eg: &amp;quot;Unit under fire&amp;quot;, when the battlescape isometric view is not near that certain trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit&#039;s inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:&lt;br /&gt;
* Arm a grenade in an agent&#039;s hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.&lt;br /&gt;
* Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it. &lt;br /&gt;
* Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.&lt;br /&gt;
&lt;br /&gt;
==Real-Time Only Combat Tactics==&lt;br /&gt;
Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.&lt;br /&gt;
* An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.&lt;br /&gt;
* Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.&lt;br /&gt;
* Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.&lt;br /&gt;
* Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.&lt;br /&gt;
* Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.&lt;br /&gt;
* Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Gameplay]]&lt;br /&gt;
* [[Real-Time_vs_Turn-Based_(Apocalypse)|Gamplay Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Turn-Based Combat (TB)&#039;&#039;&#039; uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit&#039;s actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[TU_Threshold_tables_(Apocalypse)|Time Units Use]]&lt;br /&gt;
&lt;br /&gt;
==Turn Based Features==&lt;br /&gt;
* In &#039;&#039;&#039;TB&#039;&#039;&#039; you have plenty of time to plan your moves and think about your next strategy. Though this is the same in [[Real-Time Combat (Apocalypse)|&#039;&#039;&#039;RT&#039;&#039;&#039;]] thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game. &lt;br /&gt;
* Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that&#039;s happening around you all at once. &lt;br /&gt;
* One good example of this is when you are attempting to stun and capture a difficult enemy like the [[Megaspawn]]. Though they aren&#039;t impossible to capture in &#039;&#039;&#039;RT&#039;&#039;&#039; with the right strategy, it can be a lot easier to do it when the big wall of missiles and Disruptor beams isn&#039;t shooting back at you! &lt;br /&gt;
* This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the [[Popper]] if you react when it&#039;s too close. Agents with no TUs, low reaction will make ripe pickings for [[Brainsucker]]s and poppers, causing the loss rate to increase considerably.&lt;br /&gt;
**Note that in vanilla Apocalypse, TU are limited to 25% at the end of a turn. This makes reserving more TU for reaction fire useless.&lt;br /&gt;
&lt;br /&gt;
==Turn Based Combat==&lt;br /&gt;
* Grenade settings work differently in &#039;&#039;&#039;TB&#039;&#039;&#039;. Your timer starts to work by turns and also includes the blast on impact command. Like &#039;&#039;&#039;RT&#039;&#039;&#039;, you can still access this immediately with the left-click shortcut for priming instead of right-clicking. &lt;br /&gt;
* Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI&#039;s not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stun Gas&#039;&#039;&#039; A bug in turn based mode causes stun damage to be calculated from full TUs, rather than the amount of TUs spent in the cloud. This means that agents with full TU bars take little stun damage, but spending their last few TUs will almost immediately knock them out. This effect can be minimized by making a single move action out of the cloud, or maximized by shooting with your last TUs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke Clouds&#039;&#039;&#039;In turn-based mode these are your primary defensive weapon. Aliens will stop attacks against targets they can not see, and might resume their patrols or charge in to engage. This makes it very effective at closing distance with aliens, so that rookies can efficiently use full auto weapons. Drop smoke at the end of your turn to prevent return fire as your agents move forward.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Turn-based ==&lt;br /&gt;
In Turn Based, each attack is an action requiring TUs and Psi Energy, and the effect takes effect right away. This is not too dissimilar to how it functioned in previous XCOM games, except that you require line of sight.&lt;br /&gt;
&lt;br /&gt;
Stun damage is applied immediately. Morale damage is applied, and the enemy may panic at its next panic test (likely the beginning of its next turn). When Mind Controlled the unit is placed under your control for the remainder of your turn and the enemy&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]] &lt;br /&gt;
* [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn Based]] &lt;br /&gt;
* [[Real-Time Combat (Apocalypse)|Real-Time Combat]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117590</id>
		<title>Real-Time Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117590"/>
		<updated>2023-12-03T21:43:21Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: icon image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Real Time Combat (RT)&lt;br /&gt;
[[Image:Icon-RealTime-(Apocalypse).png|left|Real-Time]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&#039;&#039;also known with similiar mechanics to a playing style called &amp;quot;Real Time Strategy&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
==The Battlescape Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.&lt;br /&gt;
* All units move about or wait in ambush or hide. &lt;br /&gt;
* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.&lt;br /&gt;
* Fire will spread until it self extinguishes and gas effects will slowly dissipate.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
The Options menu allows the game to instantly pause time if certain requirements are met, eg: &amp;quot;Unit under fire&amp;quot;, when the battlescape isometric view is not near that certain trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit&#039;s inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:&lt;br /&gt;
* Arm a grenade in an agent&#039;s hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.&lt;br /&gt;
* Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it. &lt;br /&gt;
* Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.&lt;br /&gt;
&lt;br /&gt;
==Real-Time Only Combat Tactics==&lt;br /&gt;
Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.&lt;br /&gt;
* An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.&lt;br /&gt;
* Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.&lt;br /&gt;
* Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.&lt;br /&gt;
* Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.&lt;br /&gt;
* Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.&lt;br /&gt;
* Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Gameplay]]&lt;br /&gt;
* [[Real-Time_vs_Turn-Based_(Apocalypse)|Gamplay Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Icon-TurnBased-(Apocalypse).png&amp;diff=117589</id>
		<title>File:Icon-TurnBased-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Icon-TurnBased-(Apocalypse).png&amp;diff=117589"/>
		<updated>2023-12-03T21:41:05Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Icon-RealTime-(Apocalypse).png&amp;diff=117588</id>
		<title>File:Icon-RealTime-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Icon-RealTime-(Apocalypse).png&amp;diff=117588"/>
		<updated>2023-12-03T21:40:55Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Turn-Based_Combat_(Apocalypse)&amp;diff=117587</id>
		<title>Turn-Based Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Turn-Based_Combat_(Apocalypse)&amp;diff=117587"/>
		<updated>2023-12-03T21:21:38Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: hidden text as format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Real Time Combat (RT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;also known with similiar mechanics to a playing style called &amp;quot;Real Time Strategy&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==The Battlescape Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.&lt;br /&gt;
* All units move about or wait in ambush or hide. &lt;br /&gt;
* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.&lt;br /&gt;
* Fire will spread until it self extinguishes and gas effects will slowly dissipate.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
The Options menu allows the game to instantly pause time if certain requirements are met, eg: &amp;quot;Unit under fire&amp;quot;, when the battlescape isometric view is not near that certain trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit&#039;s inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:&lt;br /&gt;
* Arm a grenade in an agent&#039;s hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.&lt;br /&gt;
* Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it. &lt;br /&gt;
* Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.&lt;br /&gt;
&lt;br /&gt;
==Real-Time Only Combat Tactics==&lt;br /&gt;
Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.&lt;br /&gt;
* An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.&lt;br /&gt;
* Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.&lt;br /&gt;
* Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.&lt;br /&gt;
* Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.&lt;br /&gt;
* Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.&lt;br /&gt;
* Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Gameplay]]&lt;br /&gt;
* [[Real-Time_vs_Turn-Based_(Apocalypse)|Gamplay Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;Turn-Based Combat (TB)&#039;&#039;&#039; uses the same mechanism as the previous X-COM games, where both sides will play in separate turns. During each turn every unit&#039;s actions will be limited to the number of time units it possesses. It also features reaction fire where units may fire in reaction to enemy moves, if they ended their turn with enough time units to fire. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[TU_Threshold_tables_(Apocalypse)|Time Units Use]]&lt;br /&gt;
&lt;br /&gt;
==Turn Based Features==&lt;br /&gt;
* In &#039;&#039;&#039;TB&#039;&#039;&#039; you have plenty of time to plan your moves and think about your next strategy. Though this is the same in [[Real-Time Combat (Apocalypse)|&#039;&#039;&#039;RT&#039;&#039;&#039;]] thanks to the pause facility, the action in is not being acted out simultaneously. This can be very beneficial if you have a friend or two over and want to play a hot-seat co-op game. &lt;br /&gt;
* Your side will be moving single or selections of units at any given time while the world around them is at a standstill (mostly - until the enemies use reaction fire). This gives you more freedom to execute maneuvers against specific enemy targets or important structural features rather than have to worry about everything that&#039;s happening around you all at once. &lt;br /&gt;
* One good example of this is when you are attempting to stun and capture a difficult enemy like the [[Megaspawn]]. Though they aren&#039;t impossible to capture in &#039;&#039;&#039;RT&#039;&#039;&#039; with the right strategy, it can be a lot easier to do it when the big wall of missiles and Disruptor beams isn&#039;t shooting back at you! &lt;br /&gt;
* This cuts both ways unfortunately, as when the enemy takes its turn, your units will be all but helpless except for their reaction fire. This can spell disaster with an enemy like the [[Popper]] if you react when it&#039;s too close. Agents with no TUs, low reaction will make ripe pickings for [[Brainsucker]]s and poppers, causing the loss rate to increase considerably.&lt;br /&gt;
**Note that in vanilla Apocalypse, TU are limited to 25% at the end of a turn. This makes reserving more TU for reaction fire useless.&lt;br /&gt;
&lt;br /&gt;
==Turn Based Combat==&lt;br /&gt;
* Grenade settings work differently in &#039;&#039;&#039;TB&#039;&#039;&#039;. Your timer starts to work by turns and also includes the blast on impact command. Like &#039;&#039;&#039;RT&#039;&#039;&#039;, you can still access this immediately with the left-click shortcut for priming instead of right-clicking. &lt;br /&gt;
* Lasting area effect weapons like the stun gas and anti-alien gas require their victims to be moving through the cloud in order for the effects to occur. Standing still will not cause them to be affected. The AI&#039;s not that smart, but the player can make use of this to keep their agents in relative safety while surrounded by gas clouds. This does not necessarily apply to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stun Gas&#039;&#039;&#039; A bug in turn based mode causes stun damage to be calculated from full TUs, rather than the amount of TUs spent in the cloud. This means that agents with full TU bars take little stun damage, but spending their last few TUs will almost immediately knock them out. This effect can be minimized by making a single move action out of the cloud, or maximized by shooting with your last TUs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke Clouds&#039;&#039;&#039;In turn-based mode these are your primary defensive weapon. Aliens will stop attacks against targets they can not see, and might resume their patrols or charge in to engage. This makes it very effective at closing distance with aliens, so that rookies can efficiently use full auto weapons. Drop smoke at the end of your turn to prevent return fire as your agents move forward.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Turn-based ==&lt;br /&gt;
In Turn Based, each attack is an action requiring TUs and Psi Energy, and the effect takes effect right away. This is not too dissimilar to how it functioned in previous XCOM games, except that you require line of sight.&lt;br /&gt;
&lt;br /&gt;
Stun damage is applied immediately. Morale damage is applied, and the enemy may panic at its next panic test (likely the beginning of its next turn). When Mind Controlled the unit is placed under your control for the remainder of your turn and the enemy&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
==Turn-Based==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Although you can fire dual weapons (alternately) with shift-click attacks, there&#039;s little value in dual wielding in TB as you do not get any TU cost reductions. Two-handed weapons should be fired with nothing in the other hand to increase accuracy; since moving things in your inventory is free you can just keep any secondary weapon in your backpack. This also means you can feel free to bring a stun grapple and equip it as necessary, but be careful of weight. &lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Guns and to a lesser extent the Lawpistol are very useful early game weapons thanks to their high rate of fire. Given an agent has a low enough max TU level, an auto shot will only cost 1TU for the M4000, or 2TU for the Lawpistol. Agents may often find it more effective to spend some TUS to run up to their enemy, switch to auto and fill enemies with bullets and not worry about accuracy. As accuracy is trained based on number of hits, machinegunners tend to train fast. &lt;br /&gt;
&lt;br /&gt;
Auto-cannons are very effective weapons in the early game because their explosive ammo is still quite effective in the hands of agents with poor accuracy. Auto-cannons maintain their effectiveness right through the game against two important enemies - Brainsuckers and Poppers. Auto-cannons are the only weapon that can effectively give reaction fire with explosive rounds, making them good for taking out Brainsuckers, Poppers and Hyperworms as they charge. Near-misses will often result in a kill. Your starting armor is very effective, so shooting HE at point blank range won&#039;t hurt too much (though switching to AP ammo is free anyway). The downside is that throwing explosives around will cause property damage, destroy artifacts and kill stunned aliens.&lt;br /&gt;
&lt;br /&gt;
AP, stun and smoke grenades should be standard issue for everyone. Grenades are great for low accuracy agents to get kills on Hyperworms and Brainsuckers. Stun grenades cause a lot more 1-hit KOs in TB mode, making them superior to AP grenades as a fallback. Drop smoke frequently to protect agents against return fire and to get closer with machine guns and stun grapples. A soldier can prime and drop a smoke grenade at their feet with 0 TUs, so an agent who finds himself in a vulnerable position at the end of a turn can give himself smoke cover.&lt;br /&gt;
&lt;br /&gt;
Equipping some Laser Sniper Guns in the hands of your high accuracy soldiers can work well, allowing them to kill enemies at long range, especially small enemies like Brainsuckers and Hyperworms. The downside is that their accuracy training is poor and their damage is easily the lowest in the game. Most combat in Apocalypse is short-to-medium range, so it&#039;s difficult for snipers to get good vantage points unless they fly (this has an accuracy penalty). Replace your Laser Sniper Guns with Plasma Guns as they become available; they&#039;re not quite as accurate, but they pack more punch and more ammo, making them much more effective against tougher aliens. &lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
&lt;br /&gt;
Once you research Toxiguns they&#039;ll become an important weapon in your arsenal. They have a mediocre accuracy of 40,15 points lower than the plasma pistol, but their fire rate more than makes up for it, surpassing the M4000. They should replace any M4000 Machine Guns and some Auto Cannons. Consider keeping some ACs around for their HE and IN ammo capability, preferably on Androids so they can&#039;t be used against you through psionics or brainsucking, or use mini launchers if you can afford them. Provided you research and manufacture Toxiguns as soon as possible you will find the alien Disruptor Gun little more than a side show.&lt;br /&gt;
&lt;br /&gt;
Heavy Launchers and Minilaunchers are useful weapons to pick up. A shot at a location can miss, but a shot at a unit will home and always hit. This makes Minilaunchers extremely useful for those shots you can&#039;t afford to miss like your last shot of the turn against a Popper, Brainsucker or Hyperworm swarm. Heavy launchers can fulfill the same role, but take more TUs to fire and are extremely bulky and heavy.&lt;br /&gt;
&lt;br /&gt;
Use Proximity Mines and Boomeroids for Brainsucker and Popper defence when you&#039;re camping a corridor or UFO entrance.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Disruptor armor will neatly solve your weight problems and allow even your lowest strength soldiers to be armed to the teeth. In TB your ability to charge up to a Megaspawn or Psimorph and toxigun it to death without it shooting back makes them considerably easier than in RT, such that even late game your most credible threats remain the lowly Brainsucker and Popper.&lt;br /&gt;
&lt;br /&gt;
Toxigun agents equipped with Teleporters make the rest of the game a joke. Despite the heavy TU cost, agents can teleport to alien spawn points and kill them on turn 1. &lt;br /&gt;
 &lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]] &lt;br /&gt;
* [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn Based]] &lt;br /&gt;
* [[Real-Time Combat (Apocalypse)|Real-Time Combat]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=117586</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=117586"/>
		<updated>2023-12-03T21:11:54Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: REMOVED link to virus.... yes it was an active link to the file. That shit should of been deleted years ago.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
==The NKF-Centric TO-DO-List of Doom==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. Perpetually. &lt;br /&gt;
&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
IMO they&#039;re only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that&#039;s not so say that is the only time you can take advantage of it. I know I&#039;ve had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It&#039;s also faster.&lt;br /&gt;
&lt;br /&gt;
::I guess Smoke Grenades are okay if they&#039;re pre-primed and kept on the shoulder straps. Otherwise there&#039;s too big a TU cost to use opportunistically. Turn 1, on the other hand, you&#039;re not doing anything anyway because of all the full-TU aliens.&lt;br /&gt;
&lt;br /&gt;
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. &lt;br /&gt;
&lt;br /&gt;
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That&#039;s probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank&#039;s front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won&#039;t), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don&#039;t lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you&#039;ve got lasers, the tank starts to hurt your firepower significantly, and once you&#039;ve got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.&lt;br /&gt;
&lt;br /&gt;
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don&#039;t count their ammo against said limit.&lt;br /&gt;
&lt;br /&gt;
In TFTD it&#039;s a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There&#039;s also the lower clip sizes making the 80-item limit an even bigger problem.&lt;br /&gt;
&lt;br /&gt;
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the &amp;quot;suicide&amp;quot; out of &amp;quot;suicide bomb&amp;quot;. There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Geocities site? ==&lt;br /&gt;
&lt;br /&gt;
Hi. I suppose there&#039;s a good chance you might be the &amp;quot;nkfarma&amp;quot; who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, i trust your judgement on this&amp;lt;small&amp;gt;, even though my curiosity still makes me want to read through all that other &amp;quot;trivial stuff&amp;quot;...&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he&#039;s been inactive since August and this really is quite &amp;quot;trivial stuff&amp;quot; too. It&#039;s not too big a deal if the sections stays or goes... I reverted merely because i&#039;m an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, &amp;quot;Those who cannot remember the past are [more likely] to repeat it.&amp;quot; -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my &amp;quot;Solo Floater Base Assault Challenge&amp;quot; and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That&#039;s about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Pile of calcs==&lt;br /&gt;
&lt;br /&gt;
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it&#039;s fairly important, but I&#039;m not really sure where to put it or what to link to it. I&#039;m thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I&#039;m also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section&#039;s technical section under data tables, there&#039;s a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it&#039;s less like the weapon analyses we have than part of the framework on which they&#039;re based. I think I&#039;ll stick a &amp;quot;See also&amp;quot; in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry, I was thinking aloud at the end there and forgot to put the context. I was wondering about where Kill Modelling fits in. Like your table, it&#039;s not raw game data as such. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:46, 29 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VIGILO CONFIDO ==&lt;br /&gt;
&lt;br /&gt;
You say on the main page that you found VIGILO CONFIDO hidden somewhere on the Advent page. I would appreciate you specifying where those words are hidden so people can check themselves. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:17, 30 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: To be honest, I usually steer clear of promotional pre-hype until the games are finally out, so have been avoiding it. Hobbes, who added that item to the news, may know more about it. However I had a quick look anyway, and one of the links the site points to https://downloads.2kgames.com/adventfuture/images/en/ADVENT_LIES.html has part of the clue. It&#039;s just a bit of treasure hunt. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:50, 30 May 2015 (EDT)&lt;br /&gt;
: [http://i.imgur.com/ZaaiO3D.png] [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:19, 30 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sunken plane?==&lt;br /&gt;
&lt;br /&gt;
I noticed you added a TFTD bug about &amp;quot;sunken plane missions&amp;quot;. What in blazes is a &amp;quot;sunken plane mission&amp;quot;, and why do they have different versions of their right wings? I have no clue what you&#039;re on about. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:58, 25 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;m referencing the mission where you are recovering or assaulting an alien sub while fighting around the wreck of a sunken cargo plane. If you haven&#039;t seen it before, try looking for it. It&#039;s quite neat. There are a couple different versions of its wings. &lt;br /&gt;
&lt;br /&gt;
: See, when the Geoscape.exe portion of the game generates this map, it creates a 5x5 grid that forms the map outline. Each grid location is a 10x10 map chunk. Tactical.exe uses this outline to create the actual map you end up playing on. &lt;br /&gt;
&lt;br /&gt;
: When populating the map outline, the game first marks off the area of the map where the X-Com sub and alien sub will go. Then it attempts to install the left and right wings of the plane into the map, followed by the various parts of the fuselage and finally fills in all the holes with random 10x10 map blocks in the terrain set. &lt;br /&gt;
&lt;br /&gt;
: Each wing is a 20x20 map block. If it is not able to install the wing, say one of the subs is in the way, it will then try to use the small 10x10 version of the wing. If there is no space in the location it wants to place the small wing, then nothing is placed.  &lt;br /&gt;
&lt;br /&gt;
: The installation of the left wing of the plane works fine. However, when it gets around to installing the right wing and it fails to place the big wing and tries to place the small wing, instead of checking the exact destination to see if it the area is free, it checks the completely wrong part of the map. The block at 1,1 (which I have incorrectly stated as 0,1 in the article). This means that the small right wing could potentially overwrite anything that may be in that spot. &lt;br /&gt;
&lt;br /&gt;
: Most of the time you probably will not even notice the difference even if the bug had occurred. But if the small right wing overwrote the landing area for your Triton for example, you&#039;ll start the map with odd bits of the wing around the Triton. Luckily the game places the Triton after the wing, otherwise I imagine you&#039;d start the mission with floating Triton bits and your Aquanauts standing on the wing. At it is, it ends up looking like the Triton&#039;s forced its way into the wing. &lt;br /&gt;
&lt;br /&gt;
:Again, players might not notice this as a bug, considering the chaos of debris around the map. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:07, 26 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, now I get you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:20, 26 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Do you have a hex address where this error occurs? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:43, 26 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Myself, no. But check this [http://www.strategycore.co.uk/forums/topic/11176-procedurally-generated-maps-algorithm/page__st__20#entry145227 post] on Strategycore for the discussion. If for some reason that link doesn&#039;t take you direct to the post, it should be on page 2. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:50, 27 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Drills ==&lt;br /&gt;
&lt;br /&gt;
You mean they cost 5% TU more than we thought, and we missed it for years? Holy crap... [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:28, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I know. Considering the drills rank amongst my favourite weapons in this game, I&#039;m surprised I only just noticed this error. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:47, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
With this discovery, the drills&#039; damage-per-TU is actually in strict ascending order (Vibroblade &amp;lt; Thermic Lance &amp;lt; Heavy Thermic Lance). Not that it particularly matters, of course, since most aliens are substantially overkilled by a Heavy Thermic Lance hit. Still, any objections to fixing the outdated claim that Vibroblades are the best and Thermic Lances are the worst? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:49, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: On reflection, referencing a very old copy of the game that I&#039;d heavily tinkered with (for the purpose of researching research!) may not have been the wisest reference to look up. Doh. Sorry, false alarm. &lt;br /&gt;
&lt;br /&gt;
:: As to the best and worst of the drills, that is somewhat subjective and depends entirely on what you&#039;re fighting. Weak enemies and lobstermen for example are better dealt with by Vibroblades, as it provides a more efficient use of TUs. Enemies with more protection on the other hand make a good argument for the Thermic Lance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 06:18, 22 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which drill is the best in which circumstance&amp;quot; is, indeed, one of the things I did that huge pile of calculations for. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:49, 23 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spambot missed? ==&lt;br /&gt;
&lt;br /&gt;
I noticed you didn&#039;t ban one of the five spammer accounts in the recent attack (the one whose name started with a phone number). Did you miss it? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 8 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
: I got it. I just hid the log by mistake. The bots left a bunch of pages with very long titles after they signed up. This left a lot of clutter on the Recents page after I deleted them, so I had them hidden. Unfortunately the tool for tidying up the Recents page is very rudimentary and doesn&#039;t tell you what you&#039;re updating apart from the name of the person that did the update. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:22, 8 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay. My mistake. I saw the pages, though. Oh god did I see them. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:16, 8 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Holy crap, that was a lot of them. Anything we can do to block the flood of &#039;em? --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:28, 10 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:  Holy crap indeed. Not a lot at this stage, I&#039;d rather not anyone edit the spam. At the moment I&#039;m indiscriminately blocking anyone creating or editing these pages so I don&#039;t want to accidentally block a legit user. I&#039;ve sent a message to Pete about the situation, hope he sees it soon. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:44, 10 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Soon as we were back online, started getting this, from Symatec/Norton, I didn&#039;t get it before:&lt;br /&gt;
*Threat Name: Trojan.Gen&lt;br /&gt;
*Location: &amp;lt;deleted&amp;gt; &amp;lt;br&amp;gt;[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:13, 17 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:: My copy of Firefox is blocking the link as well, seems it&#039;s been reported as malware. Will post a message on the forum about it. The previous iterations of the file seem all right.   [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:35, 17 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the update. I promise to keep using it wisely. (This is good news too because I found-out MS Paint&#039;s eyedropper tool lies so now I have to run through the ability images again to get the colour right. &amp;gt;.&amp;lt; ) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 02:48, 29 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Ran into some issues. Please see [[User_talk:Hobbes#Image_Strangeness]] if/when you have a moment. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 22:19, 29 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deletion request ==&lt;br /&gt;
&lt;br /&gt;
Hi, I accidentally uploaded a file with the wrong name; I&#039;ve moved it to the proper page now, so could you please delete the old page? I mean this one: https://www.ufopaedia.org/index.php?title=File:Tacp_000.png&amp;amp;redirect=no  [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:39, 30 June 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117585</id>
		<title>Real-Time Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117585"/>
		<updated>2023-12-03T20:58:47Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: heavily de-waffled...this was a dumping ground for &amp;quot;anything to do with Real-Time&amp;quot; from pages which have been fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Real Time Combat (RT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;also known with similiar mechanics to a playing style called &amp;quot;Real Time Strategy&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==The Battlescape Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.&lt;br /&gt;
* All units move about or wait in ambush or hide. &lt;br /&gt;
* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.&lt;br /&gt;
* Fire will spread until it self extinguishes and gas effects will slowly dissipate.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
The Options menu allows the game to instantly pause time if certain requirements are met, eg: &amp;quot;Unit under fire&amp;quot;, when the battlescape isometric view is not near that certain trigger.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: if the player can see the agent which is under fire (or any other option enabled), the game will not pause automatically.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. If a unit&#039;s inventory is accessed, time will immediately stop. Time can be paused whenever which allows the player perform certain actions:&lt;br /&gt;
* Arm a grenade in an agent&#039;s hand and be ready to throw it by selecting a destination. When time resumes, the agent will immediately throw the grenade.&lt;br /&gt;
* Probe any unit with only the initial cost in Psi-Energy instead of slowly depleting it. &lt;br /&gt;
* Mind control a hostile and manipulate a grenade (as mentioned) or make them shoot at a target as soon time is resumed etc.&lt;br /&gt;
&lt;br /&gt;
==Real-Time Only Combat Tactics==&lt;br /&gt;
Weapons are fired whenever a hostile is spotted and any aggressive agent will not stop until they are dead, the ammunition has run out or they have killed their target.&lt;br /&gt;
* An agent can use two weapons simultaneously if equipped with one in each hand (dual-wield). Fire rate is doubled whereas accuracy is only decreased if either weapon is designed for two-handed use. Pistols are ideal and become more efficient killers if ammunition can be mantained.&lt;br /&gt;
* Stun value depletes immediately once any stun-effect-cause ceases which may result in unconscious hostiles awakening unexpectantly soon after, increasing the threat to agents. Brainsuckers and Popper lifeforms are a severe threat if not killed outright.&lt;br /&gt;
* Missile projectiles track a target which can be immediately (attempted to be) avoided by an agent with Cautious attitude without input from the player or time can be paused instantly to choose the best solution for escape.&lt;br /&gt;
* Teleporters work when time is paused. It is possible to position agents ready to kill many hostiles when the mission is un-paused momentarily and then paused again so agents can use a second teleporter to escape to a safe area of the battlefield.&lt;br /&gt;
* Base defence turrets will constantly fire on any hostile until ammunition is expired or energy reserves are depleted.&lt;br /&gt;
* Multiple grenades can be thrown in quick succession using its timer (0.25seconds minimum to a maximum of 7.5seconds) before detonation or RMB on the explosive to detonate-on-contact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Gameplay]]&lt;br /&gt;
* [[Real-Time_vs_Turn-Based_(Apocalypse)|Gamplay Comparison]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117583</id>
		<title>Real-Time Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117583"/>
		<updated>2023-12-03T17:53:06Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
Real Time Combat (RT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;also known with similiar mechanics to a playing style called &amp;quot;Real Time Strategy&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.&lt;br /&gt;
* All units move about or wait in ambush. &lt;br /&gt;
* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.&lt;br /&gt;
* Fire will spread until it self extinguishes.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. Time can be paused which allows the player perform certain actions for agents when time is resumed:&lt;br /&gt;
* manipulate an agent&#039;s inventory&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
One of the new features in Apocalypse is &#039;&#039;&#039;Real-Time Combat (RT)&#039;&#039;&#039; as an alternative to the [[Turn-Based Combat (Apocalypse)|Turn-Based]] &#039;&#039;&#039;(TB)&#039;&#039;&#039; system used in the previous games. During &#039;&#039;&#039;RT&#039;&#039;&#039; both sides units will move and fire at the same time. Units and squads can carry out independently their orders and game progresses as time advances (and you can set the pace or even pause the action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RT&#039;&#039;&#039; combat can also be more intense, realistic (seeing as each side is not taking turns), brutal, and at the same time easier. If you&#039;re more familiar or more comfortable with it, it can be a viable option. And another use of &#039;&#039;&#039;RT&#039;&#039;&#039; combat can be to speed up ground battles in order to advance through the game campaign.&lt;br /&gt;
&lt;br /&gt;
* Projections should be attempted only when the Mind Control and Probe in Real Time should be used while the game is paused. With Mind Control, do as much as you can in the enemy&#039;s inventory such as set off explosives (remember to activate them by moving them after setting the timer) and then breaking the mind control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Real Time Challenges==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RT&#039;&#039;&#039; combat has a number of benefits and challenges. &lt;br /&gt;
# Firstly, everything happens in real time, though you can pause and play at different speeds. This can give you more (or less) time to react to threats. &lt;br /&gt;
# It also means your agents react essentially as fast as your ability to give them orders. &lt;br /&gt;
# This makes brainsuckers and poppers a lot less dangerous - you get free shots at them as they come at you, no matter your agent&#039;s current actions. In contrast, it will make friendly fire casualties more prone to happen.&lt;br /&gt;
# &#039;&#039;&#039;RT&#039;&#039;&#039; adds one more significant benefit to the mix - [[dual-wield]]. In &#039;&#039;&#039;TB&#039;&#039;&#039;, wielding two weapons decreases accuracy and you can&#039;t fire both at once. Real time is not restricted in this fashion and agents can fire both weapons at the same time.&lt;br /&gt;
# &#039;&#039;&#039;RT&#039;&#039;&#039; can also make it a lot harder to accomplish certain goals such as capturing live aliens, as combat is far more frantic and it can be harder to account for gunfire when you are trying to capture certain aliens.&lt;br /&gt;
# Personal Teleporters are now instantaneous (since there are no TU to spend) and using them while the game is paused is truly instantaneous, allowing you to dodge explosions, missiles, projectiles, etc. Only limited by the recharge time of teleporter energy, making multiple personal teleporters a useful tool.&lt;br /&gt;
&lt;br /&gt;
==Real Time Combat==&lt;br /&gt;
There are a number of features that set it different from &#039;&#039;&#039;TB&#039;&#039;&#039; combat:&lt;br /&gt;
* The game pauses at important moments (such as reporting that a unit is under fire, a new enemy has been spotted, and so on) so you can&#039;t easily get overwhelmed. The events that cause the game to pause can be selected from the options menu during any &#039;&#039;&#039;RT&#039;&#039;&#039; combat at any time. &lt;br /&gt;
* Grenades also work differently than in &#039;&#039;&#039;TB&#039;&#039;&#039;, mainly because of the priming function; a specific time can be given from 0.25 to 7.5 seconds ( in 0.25 second increments ), giving both far more accurate and a lot more trickier control over the moment of detonation. This can actually be used by crafty commanders to detonate grenades literally in front of their face. Impact mode is also available in &#039;&#039;&#039;RT&#039;&#039;&#039; combat.&lt;br /&gt;
** To use a grenade in impact detonation mode, simply right-click on it when it is in your agent&#039;s hand; the throw icons near the hand panels will light up and the grenade will disappear to indicate the device is armed. The cursor will change to the throw icon, so left click on the intended target and unpause if necessary. The grenade will explode as soon as it touches the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
In Real Time, once an attack is successful, it must be maintained by spending psi energy in order to keep the attack live.&lt;br /&gt;
&lt;br /&gt;
As long as you are attacking the target, your psi energy will be consumed at a rate depending on the attack mode selected. The harder the mode, the more energy will be drained. &lt;br /&gt;
&lt;br /&gt;
Probe and mind control are instantaneous, but require energy to maintain for as long as you want the effect to last. &lt;br /&gt;
&lt;br /&gt;
Stun and Panic do not affect the target immediately, but slowly build up the longer the link is maintained. Of the four attacks, these two must be maintained long enough for their effects to be of any use. &lt;br /&gt;
&lt;br /&gt;
Note that maintenance costs only take effect as the clock is ticking, not while the game is paused. You can avoid paying maintenance costs for probe and mind control by using them while the game is paused, and then breaking the link before restarting the clock. &lt;br /&gt;
&lt;br /&gt;
==Real Time Gameplay==&lt;br /&gt;
===Early game===&lt;br /&gt;
&lt;br /&gt;
To help conserve ammunition, equip a [[Megapol Stun Grapple |Stun Grapple]] as your secondary weapon. This serves two functions. First, it gives you a very strong weapon against those annoying close-combat aliens (hyperworms and poppers) and can quickly take down humanoid enemies. Second, it will significantly increase your chances of capturing live aliens, which is essential to developing toxiguns. When not fighting in close quarter combat, keep it stowed in your backpack until it is required so you do not suffer the accuracy penalty. &lt;br /&gt;
&lt;br /&gt;
For general armament, a common practice in RT combat is to have agents arm two of the same weapon. At the cost of lowered accuracy, their rate of fire is increased. Adjusting the firing mode to snap or aimed balances the accuracy with the improved rate of fire. Dual M4000&#039;s on aim for example are nearly as rapid but more accurate than a single M4000 on auto. When accuracy is not required, use auto for optimum damage.&lt;br /&gt;
&lt;br /&gt;
Launchers [[Marsec_Heavy_Launcher|big]] and [[Marsec_MiniLauncher|small]]&lt;br /&gt;
Rockets of all types effectively have perfect accuracy even on auto shot. Even a blind rookie with horrible accuracy turns into a killing machine when armed with the marsec mini launcher. &amp;lt;br&amp;gt;&lt;br /&gt;
Mini Launchers are useful for use (albeit controlled use) in city buildings. Heavy Launchers are good for UFO assaults or other situations where collateral damage is not your main concern. Their hefty punch can aid in softening up tightly packed UFO defenders and Megaspawn. All missiles in Real Time will track their targets. As missiles track their targets in Real Time, high accuracy is not a requirement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Megapol Stun Grenade|stun grenades]] should be carried in plentiful supply. In addition to stunning aliens, they can be useful for quickly clearing unwanted smoke clouds. In RT, stun damage from stun grenades are administered in two ways. First a small dose of stun is dealt from the impact of the grenade exploding and then from the amount of time the alien spends in the cloud. Blanket an area or serially detonate stun grenades for maximum effect. Aliens in stun gas will always flee from the cloud, momentarily preventing them from shooting at you. &lt;br /&gt;
&lt;br /&gt;
[[Megapol AP Grenade|AP grenades]] are not powerful, but are useful general purpose explosives. They can quickly dispatch groups of small enemies like hyperworms and brainsuckers. In RT, AP grenades are lifesavers for lone agents that find a brainsucker suddenly latching on their head. To remedy this situation: grab an AP grenade and set it to .25 or detonate-on-impact and drop it. Note that you have to access this agents inventory by going through another agent as the soldier being brainsucked will have their open-inventory button temporarily locked. &lt;br /&gt;
&lt;br /&gt;
[[Marsec M4000 Machine Gun|M4000 Machine Guns]] are useful general purpose weapons that are effective against most early enemies. They are ideal accuracy trainers thanks to their high rate of fire and low damage, as accuracy improves by the number of successful hits. The [[Megapol Lawpistol]] is a stronger substitute, albeit does not have a large clip. &lt;br /&gt;
&lt;br /&gt;
Dual [[Megapol Auto Cannon|Auto Cannons]] are exceptionally powerful in the hands of the right troopers. Auto Cannon AP rounds are the most damaging non-explosive  rounds you can fire prior to Disrupter guns. High Explosive rounds are powerful and require little accuracy to use effectively. Lone agents can also use it to shoot brainsuckers off their own heads. the Incendiary rounds are useful to set fire to Multiworms to pre-empt hyperworms at the moment they hatch. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Laser Sniper Gun | Laser sniper gun]]s are weak, but with enough of them trained on the same target, they can deal a decent amount of damage to make it worthwhile. If you really must fight in close quarters with them, consider using dual rifles and switching to auto, or carry a sidearm. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Plasma Gun]]s, once available or stolen, are great all-rounder weapons with decent accuracy, damage and a high capacity ammunition clip. They can easily fill in for the laser sniper rifle or Auto Cannon/AP roles. Their size make them excellent secondary sidearms before the Toxigun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mid-game===&lt;br /&gt;
As soon as you have [[Biological Warfare (Apocalypse)|Toxiguns]], carry them on any mission where you will encounter humanoid aliens. Particularly those armed with shields as toxiguns do not damage them. Toxiguns have a very high firing rate, so there is no benefit to using two at a time. Use the free hand for other equipment or weapons.  Against agents and other humans, Toxigun ammo (all three types) deal damage comparable to M4000 rounds. They have the advantage of leaving your troops mostly unable to harm one another if under psionic control (apart from grenades). Sustained fire is still lethal.&lt;br /&gt;
&lt;br /&gt;
Against aliens that do not carry disruptor shields, use Disruptor weapons to conserve Toxigun ammunition. Start with the rapid-fire [[Disruptor Gun]] and work up to the [[Devastator Cannon]]. Be aware that the Devastator Cannon can cause a lot of collateral damage in city buildings. &lt;br /&gt;
&lt;br /&gt;
===Late-game===&lt;br /&gt;
Late game tactical combat is often straightforward. You should plenty of Personal Disruptor Shields, Devastator Cannons and/or Toxiguns, and [[X-COM Disruptor Armor]] that you need to take out the enemy easily. When all you want to do is cause a lot of damage, swap toxiguns out for more Devastator Cannons, [[Dimension Missile Launcher]]s or even [[Entropy Launcher]]s as required. &lt;br /&gt;
&lt;br /&gt;
Bring the usual assortment of stun weapons to capture aliens you still need to research. Stun Grapples lose their edge as they have no effect against Personal Disrupter Shields, but will continue to work against unshielded aliens and are absolutely essential for capturing Micronoids. Stun Grenades and Mind Benders remain useful. &lt;br /&gt;
&lt;br /&gt;
If you stuck with the game long enough, you can reward yourself with the use of the [[Personal Teleporter]]. Teleporters are practically a cheat in Real Time, since they work instantaneously while the game is paused. This means you can pause at the precise moment before a projectile hits, or even while an explosive is detonating, and teleport your agent out of the way. Useful for avoiding missiles, instantly-getting into close proximity with enemies for quick kills, and escaping from any number of tricky situations or to explore areas previously only accessibly by flight. Note that they need time to recharge, so carry multiples or build a stack of them in a safe spot for quick refills. Be prepared for a lot of teleporter juggling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]]&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Combat]]&lt;br /&gt;
* [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117582</id>
		<title>Real-Time Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Real-Time_Combat_(Apocalypse)&amp;diff=117582"/>
		<updated>2023-12-03T17:46:27Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: wip. new texts hidden for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;--&lt;br /&gt;
Real Time Combat (RT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;also known with similiar mechanics to a playing style called &amp;quot;Real Time Strategy&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Mechanics==&lt;br /&gt;
Aliens, Defence Forces, Corporate Hoods, Security Turrets, and Civilians all perform their actions when they chose, when needed and without waiting for the player if time is not paused.&lt;br /&gt;
* All units move about or wait in ambush. &lt;br /&gt;
* Units will react automatically to hostiles by shooting or hiding, dependant on their autonomous attitude setting.&lt;br /&gt;
* Wounding with bleeding (fatal wounds) will constantly drain an agent of their life if not arrested by using a medi-kit.&lt;br /&gt;
* Fire will spread until it self extinguishes.&lt;br /&gt;
* Civilians will roam the battlescape in a panic.&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
Mission time-progress can be slowed to allow the player to react to threats, plan movement patterns, etc. and also can be accelerated when things are slow. Time can be paused which allows the player perform certain actions for agents when time is resumed:&lt;br /&gt;
* manipulate an agent&#039;s inventory&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
One of the new features in Apocalypse is &#039;&#039;&#039;Real-Time Combat (RT)&#039;&#039;&#039; as an alternative to the [[Turn-Based Combat (Apocalypse)|Turn-Based]] &#039;&#039;&#039;(TB)&#039;&#039;&#039; system used in the previous games. During &#039;&#039;&#039;RT&#039;&#039;&#039; both sides units will move and fire at the same time. Units and squads can carry out independently their orders and game progresses as time advances (and you can set the pace or even pause the action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RT&#039;&#039;&#039; combat can also be more intense, realistic (seeing as each side is not taking turns), brutal, and at the same time easier. If you&#039;re more familiar or more comfortable with it, it can be a viable option. And another use of &#039;&#039;&#039;RT&#039;&#039;&#039; combat can be to speed up ground battles in order to advance through the game campaign.&lt;br /&gt;
&lt;br /&gt;
* Projections should be attempted only when the Mind Control and Probe in Real Time should be used while the game is paused. With Mind Control, do as much as you can in the enemy&#039;s inventory such as set off explosives (remember to activate them by moving them after setting the timer) and then breaking the mind control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Real Time Challenges==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RT&#039;&#039;&#039; combat has a number of benefits and challenges. &lt;br /&gt;
# Firstly, everything happens in real time, though you can pause and play at different speeds. This can give you more (or less) time to react to threats. &lt;br /&gt;
# It also means your agents react essentially as fast as your ability to give them orders. &lt;br /&gt;
# This makes brainsuckers and poppers a lot less dangerous - you get free shots at them as they come at you, no matter your agent&#039;s current actions. In contrast, it will make friendly fire casualties more prone to happen.&lt;br /&gt;
# &#039;&#039;&#039;RT&#039;&#039;&#039; adds one more significant benefit to the mix - [[dual-wield]]. In &#039;&#039;&#039;TB&#039;&#039;&#039;, wielding two weapons decreases accuracy and you can&#039;t fire both at once. Real time is not restricted in this fashion and agents can fire both weapons at the same time.&lt;br /&gt;
# &#039;&#039;&#039;RT&#039;&#039;&#039; can also make it a lot harder to accomplish certain goals such as capturing live aliens, as combat is far more frantic and it can be harder to account for gunfire when you are trying to capture certain aliens.&lt;br /&gt;
# Personal Teleporters are now instantaneous (since there are no TU to spend) and using them while the game is paused is truly instantaneous, allowing you to dodge explosions, missiles, projectiles, etc. Only limited by the recharge time of teleporter energy, making multiple personal teleporters a useful tool.&lt;br /&gt;
&lt;br /&gt;
==Real Time Combat==&lt;br /&gt;
There are a number of features that set it different from &#039;&#039;&#039;TB&#039;&#039;&#039; combat:&lt;br /&gt;
* The game pauses at important moments (such as reporting that a unit is under fire, a new enemy has been spotted, and so on) so you can&#039;t easily get overwhelmed. The events that cause the game to pause can be selected from the options menu during any &#039;&#039;&#039;RT&#039;&#039;&#039; combat at any time. &lt;br /&gt;
* Grenades also work differently than in &#039;&#039;&#039;TB&#039;&#039;&#039;, mainly because of the priming function; a specific time can be given from 0.25 to 7.5 seconds ( in 0.25 second increments ), giving both far more accurate and a lot more trickier control over the moment of detonation. This can actually be used by crafty commanders to detonate grenades literally in front of their face. Impact mode is also available in &#039;&#039;&#039;RT&#039;&#039;&#039; combat.&lt;br /&gt;
** To use a grenade in impact detonation mode, simply right-click on it when it is in your agent&#039;s hand; the throw icons near the hand panels will light up and the grenade will disappear to indicate the device is armed. The cursor will change to the throw icon, so left click on the intended target and unpause if necessary. The grenade will explode as soon as it touches the floor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
In Real Time, once an attack is successful, it must be maintained by spending psi energy in order to keep the attack live.&lt;br /&gt;
&lt;br /&gt;
As long as you are attacking the target, your psi energy will be consumed at a rate depending on the attack mode selected. The harder the mode, the more energy will be drained. &lt;br /&gt;
&lt;br /&gt;
Probe and mind control are instantaneous, but require energy to maintain for as long as you want the effect to last. &lt;br /&gt;
&lt;br /&gt;
Stun and Panic do not affect the target immediately, but slowly build up the longer the link is maintained. Of the four attacks, these two must be maintained long enough for their effects to be of any use. &lt;br /&gt;
&lt;br /&gt;
Note that maintenance costs only take effect as the clock is ticking, not while the game is paused. You can avoid paying maintenance costs for probe and mind control by using them while the game is paused, and then breaking the link before restarting the clock. &lt;br /&gt;
&lt;br /&gt;
==Real Time Gameplay==&lt;br /&gt;
===Early game===&lt;br /&gt;
&lt;br /&gt;
To help conserve ammunition, equip a [[Megapol Stun Grapple |Stun Grapple]] as your secondary weapon. This serves two functions. First, it gives you a very strong weapon against those annoying close-combat aliens (hyperworms and poppers) and can quickly take down humanoid enemies. Second, it will significantly increase your chances of capturing live aliens, which is essential to developing toxiguns. When not fighting in close quarter combat, keep it stowed in your backpack until it is required so you do not suffer the accuracy penalty. &lt;br /&gt;
&lt;br /&gt;
For general armament, a common practice in RT combat is to have agents arm two of the same weapon. At the cost of lowered accuracy, their rate of fire is increased. Adjusting the firing mode to snap or aimed balances the accuracy with the improved rate of fire. Dual M4000&#039;s on aim for example are nearly as rapid but more accurate than a single M4000 on auto. When accuracy is not required, use auto for optimum damage.&lt;br /&gt;
&lt;br /&gt;
Launchers [[Marsec_Heavy_Launcher|big]] and [[Marsec_MiniLauncher|small]]&lt;br /&gt;
Rockets of all types effectively have perfect accuracy even on auto shot. Even a blind rookie with horrible accuracy turns into a killing machine when armed with the marsec mini launcher. &amp;lt;br&amp;gt;&lt;br /&gt;
Mini Launchers are useful for use (albeit controlled use) in city buildings. Heavy Launchers are good for UFO assaults or other situations where collateral damage is not your main concern. Their hefty punch can aid in softening up tightly packed UFO defenders and Megaspawn. All missiles in Real Time will track their targets. As missiles track their targets in Real Time, high accuracy is not a requirement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Megapol Stun Grenade|stun grenades]] should be carried in plentiful supply. In addition to stunning aliens, they can be useful for quickly clearing unwanted smoke clouds. In RT, stun damage from stun grenades are administered in two ways. First a small dose of stun is dealt from the impact of the grenade exploding and then from the amount of time the alien spends in the cloud. Blanket an area or serially detonate stun grenades for maximum effect. Aliens in stun gas will always flee from the cloud, momentarily preventing them from shooting at you. &lt;br /&gt;
&lt;br /&gt;
[[Megapol AP Grenade|AP grenades]] are not powerful, but are useful general purpose explosives. They can quickly dispatch groups of small enemies like hyperworms and brainsuckers. In RT, AP grenades are lifesavers for lone agents that find a brainsucker suddenly latching on their head. To remedy this situation: grab an AP grenade and set it to .25 or detonate-on-impact and drop it. Note that you have to access this agents inventory by going through another agent as the soldier being brainsucked will have their open-inventory button temporarily locked. &lt;br /&gt;
&lt;br /&gt;
[[Marsec M4000 Machine Gun|M4000 Machine Guns]] are useful general purpose weapons that are effective against most early enemies. They are ideal accuracy trainers thanks to their high rate of fire and low damage, as accuracy improves by the number of successful hits. The [[Megapol Lawpistol]] is a stronger substitute, albeit does not have a large clip. &lt;br /&gt;
&lt;br /&gt;
Dual [[Megapol Auto Cannon|Auto Cannons]] are exceptionally powerful in the hands of the right troopers. Auto Cannon AP rounds are the most damaging non-explosive  rounds you can fire prior to Disrupter guns. High Explosive rounds are powerful and require little accuracy to use effectively. Lone agents can also use it to shoot brainsuckers off their own heads. the Incendiary rounds are useful to set fire to Multiworms to pre-empt hyperworms at the moment they hatch. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Laser Sniper Gun | Laser sniper gun]]s are weak, but with enough of them trained on the same target, they can deal a decent amount of damage to make it worthwhile. If you really must fight in close quarters with them, consider using dual rifles and switching to auto, or carry a sidearm. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Plasma Gun]]s, once available or stolen, are great all-rounder weapons with decent accuracy, damage and a high capacity ammunition clip. They can easily fill in for the laser sniper rifle or Auto Cannon/AP roles. Their size make them excellent secondary sidearms before the Toxigun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mid-game===&lt;br /&gt;
As soon as you have [[Biological Warfare (Apocalypse)|Toxiguns]], carry them on any mission where you will encounter humanoid aliens. Particularly those armed with shields as toxiguns do not damage them. Toxiguns have a very high firing rate, so there is no benefit to using two at a time. Use the free hand for other equipment or weapons.  Against agents and other humans, Toxigun ammo (all three types) deal damage comparable to M4000 rounds. They have the advantage of leaving your troops mostly unable to harm one another if under psionic control (apart from grenades). Sustained fire is still lethal.&lt;br /&gt;
&lt;br /&gt;
Against aliens that do not carry disruptor shields, use Disruptor weapons to conserve Toxigun ammunition. Start with the rapid-fire [[Disruptor Gun]] and work up to the [[Devastator Cannon]]. Be aware that the Devastator Cannon can cause a lot of collateral damage in city buildings. &lt;br /&gt;
&lt;br /&gt;
===Late-game===&lt;br /&gt;
Late game tactical combat is often straightforward. You should plenty of Personal Disruptor Shields, Devastator Cannons and/or Toxiguns, and [[X-COM Disruptor Armor]] that you need to take out the enemy easily. When all you want to do is cause a lot of damage, swap toxiguns out for more Devastator Cannons, [[Dimension Missile Launcher]]s or even [[Entropy Launcher]]s as required. &lt;br /&gt;
&lt;br /&gt;
Bring the usual assortment of stun weapons to capture aliens you still need to research. Stun Grapples lose their edge as they have no effect against Personal Disrupter Shields, but will continue to work against unshielded aliens and are absolutely essential for capturing Micronoids. Stun Grenades and Mind Benders remain useful. &lt;br /&gt;
&lt;br /&gt;
If you stuck with the game long enough, you can reward yourself with the use of the [[Personal Teleporter]]. Teleporters are practically a cheat in Real Time, since they work instantaneously while the game is paused. This means you can pause at the precise moment before a projectile hits, or even while an explosive is detonating, and teleport your agent out of the way. Useful for avoiding missiles, instantly-getting into close proximity with enemies for quick kills, and escaping from any number of tricky situations or to explore areas previously only accessibly by flight. Note that they need time to recharge, so carry multiples or build a stack of them in a safe spot for quick refills. Be prepared for a lot of teleporter juggling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape Overview]]&lt;br /&gt;
* [[Turn-Based Combat (Apocalypse)|Turn-Based Combat]]&lt;br /&gt;
* [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based]] &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Darkpast&amp;diff=117581</id>
		<title>User talk:Darkpast</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Darkpast&amp;diff=117581"/>
		<updated>2023-12-03T14:46:27Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: updated chart - the armor page has been condensed into one, I&amp;#039;ve updated the links just incase you still use this chart.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Request==&lt;br /&gt;
While you&#039;re uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There&#039;s none on here at the moment and I&#039;m not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)&lt;br /&gt;
: Unfortunately I don&#039;t know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)&lt;br /&gt;
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)&lt;br /&gt;
:::Yeah, I&#039;ll grab one as soon as I get round to it. The Police pic is also kinda dark so I&#039;ll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)&lt;br /&gt;
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Acceleration ==&lt;br /&gt;
&lt;br /&gt;
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I&#039;m kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)&lt;br /&gt;
* I had no idea... Yeah, no point in including it if it doesn&#039;t do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine&#039;s Power stat do anything? And can any vehicle&#039;s weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)&lt;br /&gt;
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I&#039;m not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn &#039;&#039;much&#039;&#039; faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn&#039;t tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)&lt;br /&gt;
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they&#039;re often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wow Android civilians and other findings in Unused Game Features ==&lt;br /&gt;
&lt;br /&gt;
Wow Android civilians and other findings in &#039;Unused Game Features&#039;&lt;br /&gt;
great finding Darkpast! thx&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
If needed for the &amp;quot;Raid Loot Table&amp;quot; page. Please use this and edit if you want (eg: removing terse wording):&lt;br /&gt;
: Thank you. Before I put up the page, I still need to figure out if there&#039;s anything that affects the items spawned. I&#039;ve heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I&#039;ll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Spawned Items==&lt;br /&gt;
The numbers indicate quantity.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: terse&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Taking stock==&lt;br /&gt;
EsTeR says he&#039;s gone away. I want to do some reversion/rewrites here (I didn&#039;t particularly want to wage full-on edit war, but if he&#039;s left then there&#039;s no reason to leave UFOpaedia Apoc in this state), but I wasn&#039;t around for much of this so I don&#039;t have a good idea of which pages he did and didn&#039;t affect and &#039;&#039;in particular&#039;&#039; which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there&#039;s the question of which page it belongs on and we need to make sure we don&#039;t lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).&lt;br /&gt;
&lt;br /&gt;
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
Sorry for replying so late, I wasn&#039;t active here for a while. Frankly, he changed most of the pages. Among other things:&lt;br /&gt;
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven&#039;t compared it to the older version, so I guess this is where any major work on the Wiki should start.&lt;br /&gt;
b) pretty much all the pages under &amp;quot;Battlefield Tactics &amp;amp; Gameplay&amp;quot; have been extensively changed and information shuffled around. I&#039;ve lost track of what happened. It will take a *lot* of work to rewrite this.&lt;br /&gt;
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.&lt;br /&gt;
d) at least the 4 pages on unused features have been consolidated into one. I don&#039;t think the old ones have been deleted though, but at least they aren&#039;t on the main page anymore.&lt;br /&gt;
&lt;br /&gt;
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:&lt;br /&gt;
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very &amp;quot;pub talk&amp;quot; style with lots of &amp;quot;you should do XY&amp;quot; which isn&#039;t really suited to a wiki, either. Some pages got &amp;quot;trimmed&amp;quot; yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.&lt;br /&gt;
2) there is still quite a bit of information that hasn&#039;t been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the &amp;quot;allied&amp;quot; flags are checked - but it&#039;s not obvious what they do.&lt;br /&gt;
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.&lt;br /&gt;
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hello, I&#039;m still around.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. &amp;lt;br&amp;gt;&lt;br /&gt;
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.&amp;lt;br&amp;gt;&lt;br /&gt;
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia&#039;s &amp;quot;what not how&amp;quot; format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many &#039;tactics and gameplay&#039; to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Orgs with false information from the hint book has been mentioned in the relevant page.&amp;lt;br&amp;gt;&lt;br /&gt;
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I&#039;ve done a good job but the &amp;quot;Combat Format&amp;quot; should be more integrated into the &amp;quot;Battlescape Tactics And Gameplay&amp;quot; section. I haven&#039;t re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn&#039;t look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section &#039;years&#039; ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you&#039;ll find one or both of us on most of them. Much of the stuff you did is not &amp;quot;work which needed to be done&amp;quot;; it&#039;s actual disagreements between us and you. The only thing I recall as truly &#039;&#039;needing&#039;&#039; cleanup prior to your bull-in-a-china-shop act is Makus&#039; pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren&#039;t otherwise in use.&lt;br /&gt;
:Also, I am depressed and this isn&#039;t top-priority for me (I spent a month homeless last year, for fuck&#039;s sake, and three months of this year putting together a &amp;quot;please don&#039;t end the world&amp;quot; essay), and undoing your damage is a much bigger project than telling you to stop since you&#039;ve made literally thousands of edits and &#039;&#039;some&#039;&#039; of them are actually okay so simply writing a script to globally rollback everything you&#039;ve ever done on UFOpaedia would not be the best idea.&lt;br /&gt;
:I did actually try to get an admin to intervene last year (I wasn&#039;t really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he&#039;s mostly absentee as well and I didn&#039;t chase it up because I thought you&#039;d left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
::: EsTeR, what you did here isn&#039;t doing &amp;quot;what needed to be done&amp;quot;, it&#039;s basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you&#039;re trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you&#039;ll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)&lt;br /&gt;
::::&#039;&#039;&#039;If you do not want your writing to be edited mercilessly, then do not submit it here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
...of what needed to be done:&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Dimension_Gate_Generator&amp;amp;oldid=42597&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Dimension_Gate_Generator&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;amp;oldid=99774&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Engineering_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Agents_Medals_(Apocalypse)&amp;amp;oldid=24681&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Agents_Medals_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Corporate_HQ_(Apocalypse)&amp;amp;oldid=26679&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Corporate_HQ_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;amp;oldid=107281&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Difficulty_Levels_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&amp;amp;oldid=92307&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Psionics_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Quantum_Physics_Lab_(Apocalypse)&amp;amp;oldid=59664&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Quantum_Physics_Lab_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Advanced_Workshop_(Apocalypse)&amp;amp;oldid=59677&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Advanced_Workshop_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Mind_Bender&amp;amp;oldid=99136&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Mind_Bender&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&amp;amp;oldid=42544&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Biological_Warfare_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php/Metro_Roadgrav_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php?title=Metro_Roadgrav_(Apocalypse)&amp;amp;oldid=91004&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&amp;amp;oldid=107483&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Personal_Disruptor_Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Old: https://www.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&amp;amp;oldid=28291&amp;lt;br&amp;gt;&lt;br /&gt;
New: https://www.ufopaedia.org/index.php/Motion_Scanner_(Apocalypse)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Honestly, If you think what I have done is damage to few example given above, then you are a troll and should just go join your friend.&amp;lt;rb&amp;gt;&lt;br /&gt;
aka: &#039;&#039;&#039;you go away from here&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 13:18, 5 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Re: Overviews of Aliens (TFTD) - Bio-Drone ==&lt;br /&gt;
&lt;br /&gt;
I notice you changed the Methods of Disposal for Bio-Drones from:&lt;br /&gt;
:Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible.&lt;br /&gt;
to:&lt;br /&gt;
:Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective.&lt;br /&gt;
This latter seems to be in error. First, you both recommended and disrecommended Gauss (I think the first one was supposed to be Sonic). Second, the reason for the recommendation of &#039;&#039;powerful&#039;&#039; HE weapons for Cyberdiscs/Sectopods/Hallucinoids is that they are in-effect weak to the damage type but have high Under Armour which blocks weak explosives. Bio-Drones don&#039;t have high Under Armour; they&#039;re just 40% resistant to HE (and aren&#039;t large), which means that both powerful and weak explosives will take longer to kill it but doesn&#039;t really discriminate between them. Eyeballing Weapon Effectiveness, you&#039;re talking two to three Sonic Pulsers per Bio-Drone, which gets expensive fast in money and item limit, and the DPT is only roughly even with far-cheaper Sonic if you&#039;re not using the carried-grenades exploit (and obviously these won&#039;t work against an airborne Bio-Drone; the Gas Cannon with HE rounds will, as well as being cheaper and saving items, but the DPT of that is way inferior to Sonic). Am I missing something? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:13, 7 November 2023 (CET)&lt;br /&gt;
::You are right, it was an error on my part (first was supposed to be Sonic...). Feel free to change/reword it. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:24, 8 November 2023 (CET)&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Buildings_(Apocalypse)&amp;diff=117580</id>
		<title>Buildings (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Buildings_(Apocalypse)&amp;diff=117580"/>
		<updated>2023-12-03T14:42:51Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: updated chart for concise armor page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
 Each building in Mega-Primus is a vast labyrinth of corridors, atriums, rooms, halls and service ducts. If Aliens have infiltrated a building they will be found in just a small part of the complex, with plenty of places to escape from the combat zone. Buildings with lower populations or numerous service areas provide much better places for Aliens to hide and breed.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
=Mega-Primus Infrastructure=&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Each building has a &#039;&#039;&#039;home cell&#039;&#039;&#039;. It is a 1x1 cityscape tile in the shape of a grey box which looks like a car-port or parking garage. This is the &#039;&#039;heart&#039;&#039; of the building. X-Com personel at any building will be indicated by a small-person-in-a-circle icon, and road vehicles parked will be a solid yellow circle. If this tile is destroyed, anything it contains is usually destroyed - expecially all X-Com units and road vehicles. A corporate building may be temporarily unavailable for battlescape missions until rebuilt whereas [[Base_Defense_(Apocalypse)#Base_Loss_And_Complications|an X-Com Base]] usually survives but with all personel lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Corporate===&lt;br /&gt;
* [[Senate (Apocalypse)|Senate]]&lt;br /&gt;
* [[Corporate HQ (Apocalypse)|Corporate HQ]]&lt;br /&gt;
* [[Offices (Apocalypse)|Offices]]&lt;br /&gt;
===Services===&lt;br /&gt;
* [[Police Station (Apocalypse)|Police Station]]&lt;br /&gt;
* [[Hospital (Apocalypse)|Hospital]]&lt;br /&gt;
* [[Rescue Station (Apocalypse)|Rescue Station]]&lt;br /&gt;
* [[Procreation Park (Apocalypse)|Procreation Park]]&lt;br /&gt;
* [[School (Apocalypse)|School]]&lt;br /&gt;
===Residential===&lt;br /&gt;
* [[Luxury Apartments (Apocalypse)|Luxury Apartments]]&lt;br /&gt;
* [[Apartments (Apocalypse)|Apartments]]&lt;br /&gt;
* [[Slums (Apocalypse)|Slums]]&lt;br /&gt;
===Industrial===&lt;br /&gt;
* [[Robot Factory (Apocalypse)|Robot Factory]]&lt;br /&gt;
* [[Car Factory (Apocalypse)|Car Factory]]&lt;br /&gt;
* [[Appliances Factory (Apocalypse)|Appliances Factory]]&lt;br /&gt;
* [[Arms Factory (Apocalypse)|Arms Factory]]&lt;br /&gt;
* [[Construction Factory (Apocalypse)|Construction Factory]]&lt;br /&gt;
* [[Flyer Factory (Apocalypse)|Flyer Factory]]&lt;br /&gt;
* [[Large Flyer Factory (Apocalypse)|Large Flyer Factory]]&lt;br /&gt;
* [[Warehouse (Apocalypse)|Warehouse]]&lt;br /&gt;
===Utility===&lt;br /&gt;
* [[Power Station (Apocalypse)|Power Station]]&lt;br /&gt;
* [[Water Purifier (Apocalypse)|Water Purifier]]&lt;br /&gt;
* [[Sewage Works (Apocalypse)|Sewage Works]]&lt;br /&gt;
* [[Hydro-Farm (Apocalypse)|Hydro-Farm]]&lt;br /&gt;
* [[Recyclotorium (Apocalypse)|Recyclotorium]]&lt;br /&gt;
* [[Space Port (Apocalypse)|Space Port]]&lt;br /&gt;
===Amenity===&lt;br /&gt;
* [[Shopping Mall (Apocalypse)|Shopping Mall]]&lt;br /&gt;
* [[Astrodome (Apocalypse)|Astrodome]]&lt;br /&gt;
* [[Sensodrome (Apocalypse)|Sensodrome]]&lt;br /&gt;
===Transportation===&lt;br /&gt;
* [[People Tube (Apocalypse)|People Tubes]]&lt;br /&gt;
* Road Travel&lt;br /&gt;
* Air Travel and Launch Tubes&lt;br /&gt;
===Worship=== &amp;lt;!--- NOT SURE ON THIS I was going to call it &amp;quot;Mega-Primus Cults&amp;quot;  --&amp;gt;&lt;br /&gt;
* [[Temple of Sirius (Apocalypse)|Temple of Sirius]]&lt;br /&gt;
===Unknown===&lt;br /&gt;
* [[Dimension_Gates|Dimension Gates]]&lt;br /&gt;
&lt;br /&gt;
==Spawned Items==&lt;br /&gt;
Every building with Mega-Primus has items scattered about which can be found when [[Tactical_Combat_Missions_(Apocalypse)|raiding]]. Some building styles have better items than most.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: terse&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||||||||||||||||||||||||||||||||||1||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tactical_Combat_Missions_(Apocalypse)|Battlescape Misisons]]&lt;br /&gt;
* [[Mega-Primus]]&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battlescape_Level_10_Bug&amp;diff=117579</id>
		<title>Battlescape Level 10 Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battlescape_Level_10_Bug&amp;diff=117579"/>
		<updated>2023-12-03T14:37:37Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is here as to not clutter the [[Known_Bugs_(Apocalypse)#Battlescape_Level_10_Bug|bugs]] page.&lt;br /&gt;
&lt;br /&gt;
=Level 10=&lt;br /&gt;
&#039;&#039;&#039;Walkway Access&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Battle_Lev10_(Apocalypse).png|frame|right|Battlescape Level 10&amp;lt;br&amp;gt;Normal Gameplay]]&lt;br /&gt;
This shows TEN levels of a battlescape (count the green rectangles!). Notice the blue walkway with yellow railing? That is how to access ten levels of the battlescape. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Assault Ship Roof&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Craft-Over-Assault-Lev10-(Apocalypse).png|frame|right|Battlescape Level 10&amp;lt;br&amp;gt;Normal Gameplay]]&lt;br /&gt;
This shows the uppermost part of the Alien Assault Ship. This is not normally seen in battlescape missions. The yellow &#039;window&#039; tiles at the center are two levels thick. Strong explosives are needed to remove enough roof tilles to be able to use the &#039;disposal chute&#039; tactic. [[User:EsTeR|EsTeR]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Craft_(Apocalypse)&amp;diff=117578</id>
		<title>Alien Craft (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Craft_(Apocalypse)&amp;diff=117578"/>
		<updated>2023-12-03T14:35:24Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: improved chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The alien craft in X-Com Apocalypse are airbourne biological constructs grown in a hostile otherworld. &#039;&#039;&#039;U&#039;&#039;&#039;gly &#039;&#039;&#039;F&#039;&#039;&#039;ungus &#039;&#039;&#039;O&#039;&#039;&#039;rganisms.&lt;br /&gt;
&lt;br /&gt;
=UFO: Unidentified Flying Object=&lt;br /&gt;
The alien menace has ten UFO craft in which to invade Mega-Primus, each equipped with a strange beam or missile weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
UFOs should be all shot down (disabled) or destroyed if possible to slow the incessant invasion of the city. [[Strategies_for_Troops_(Apocalypse)|Crashed UFOs]] must be recovered to learn more about these strange flying ships, the aliens they contain, and the exotic technology within.&lt;br /&gt;
&lt;br /&gt;
==UFO Disabled &amp;amp; Recovery==&lt;br /&gt;
If a UFO is critically damaged, the craft will be disabled (the image of the UFO changes to a distorted and cracked appearance) and will fall out of the sky and impact the ground in a clear area and start smoking.&amp;lt;br&amp;gt;&lt;br /&gt;
* Any crash landed UFO can be recovered by any airbourne X-Com vehicle which has an agent onboard via either [[Cityscape_(Apocalypse)|button]]: &amp;quot;Attack Hostile Unit&amp;quot; or &amp;quot;Go To Map Point&amp;quot;. If no agents are present, the X-Com vehicle will land on the UFO&#039;s roof then immediately take off and return to base. The UFO will remain on the ground.&lt;br /&gt;
* Any manned UFOs (medium and large types) will start a crash-recovery mission as soon as the X-Com vehicle, manned with a large extermination force of heavily armed X-Com agents, touches the UFO&#039;s roof.&lt;br /&gt;
* Road vehicles cannot reach a downed UFO, even if it crash landed on the road.&lt;br /&gt;
* Other organisations and their vehicles, eg: Rescue Transport, do not interact with any crashed UFO in any fashion.&lt;br /&gt;
* Any damaged or destroyed UFO components will be recovered after successful UFO recovery. Only one weapon of each or device only.&lt;br /&gt;
* The aliens must first use the device (not weapons), eg: shields used in the cityscape, before one can be recovered by X-Com. Device appearance and use depends only on &amp;quot;UFOs Shot Down&amp;quot; score whereas hand-held equipment used by the aliens (Anthropod or Skeletoid) depends on &amp;quot;Total Tactical Battlescape Missions&amp;quot; score.&amp;lt;br&amp;gt;&lt;br /&gt;
* Any crash-landed UFO ignored by X-Com will eventually disappear from the cityscape with no other effect.&lt;br /&gt;
:eg: aliens do not travel to the nearest building to &amp;lt;s&amp;gt;seek refuge&amp;lt;/s&amp;gt; infiltrate.&lt;br /&gt;
* Any alien on the crash-recovery battlescape which managed to escape via blue-exit-tiles is declared dead, irrelevant of misison outcome. They do not survive and de-brief score is not adjusted regarding total aliens killed.&lt;br /&gt;
* If X-Com attempts to recover the alien craft and fails (escape, abort, or all agents dead), the remaining aliens will immediately destroy all traces of the craft and themselves. The crash recovery attempt is only possible once.&amp;lt;br&amp;gt;&lt;br /&gt;
When reverse-engineering is complete, advanced craft of X-Com&#039;s own design can be built and when ready, able to match any UFO in combat.&lt;br /&gt;
&lt;br /&gt;
==Overhead UFO Battlescape==&lt;br /&gt;
Entrance doors of UFOs are displayed as bright white, small rectangles in overhead view. Any door is always two-wide, shown closed as two white rectangles side-by-side. Doors can vary in height and will be either: &#039;&#039;&#039;small&#039;&#039;&#039; = one-level-high door or &#039;&#039;&#039;large&#039;&#039;&#039; = two-levels-high door. All door entrances at the start of the recovery mission are accessible by ground-based agents and aliens.&lt;br /&gt;
&lt;br /&gt;
==Alternative Access==&lt;br /&gt;
A hull breech in the side or a hole in the roof is an alternative entry point into any UFO. An unexpected direction of attack from X-Com forces can surprise aliens waiting in ambush or bypass restrictive movement areas.&amp;lt;br&amp;gt;&lt;br /&gt;
Missile weapons on the roof or beam weapons on the side present a weak spot in the hull integrity and if destroyed, typically allow easy access to the floorplan to flying agents. A hole in the roof in the exact middle of any UFO shape allows access to the central grav-lift which then can be used for agent entry or as a &#039;disposal chute&#039; for armed grenades. Some UFO roof sections may be too high for access unless powerful explosives are used to clear the excess roof tiles. A minor [[Known_Bugs_(Apocalypse)#Battlescape_Level_10_Bug|error]] may be encountered on some tall UFOs.&lt;br /&gt;
&lt;br /&gt;
==Chart: UFO Equipment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Armor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Constitution&amp;lt;br&amp;gt;Full/Disabled&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Top Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Acceleration&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;[[Alien_Artifacts_(Apocalypse)|Weapons]]&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Devices&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;[[UFO_Incursions_(Apocalypse)|Primary&amp;lt;br&amp;gt;Mission]]&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;[[Tech_Levels_(Apocalypse)|Score]]&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo1_icon.png|UFO Type 1]] [[Alien Probe (Apocalypse)|Probe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2/2/2/2/2/2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80/15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo2_icon.png|UFO Type 2]] [[Alien Scout Ship (Apocalypse)|Scout Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5/2/5/5/5/5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120/35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Disruption Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo3_icon.png|UFO Type 3]] [[Alien Transporter (Apocalypse)|Transporter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6/4/6/6/6/8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400/150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Disruption Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo4_icon.png|UFO Type 4]] [[Alien Fast-Attack Ship (Apocalypse)|Fast-Attack Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10/5/10/10/10/12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500/150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Disruption Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo5_icon.png|UFO Type 5]] [[Alien Destroyer (Apocalypse)|Destroyer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14/16/14/14/14/12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600/200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disruptor Bomb Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Disruption Shield&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien Search&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo6_icon.png|UFO Type 6]] [[Alien Assault Ship (Apocalypse)|Assault Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8/12/8/8/8/4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;850/200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small Disruption Shield&amp;lt;br&amp;gt;Cloaking Field&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo7_icon.png|UFO Type 7]] [[Alien Bomber (Apocalypse)|Bomber]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15/15/15/15/15/8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700/100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disruptor Multi-Bomb Launcher&amp;lt;br&amp;gt;Light Disruptor Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large Disruption Shield&amp;lt;br&amp;gt;Cloaking Field&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bombing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo8_icon.png|UFO Type 8]] [[Alien Escort Ship (Apocalypse)|Escort Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20/20/20/20/20/20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500/80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stasis Bomb Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large Disruption Shield&amp;lt;br&amp;gt;Cloaking Field&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo9_icon.png|UFO Type 9]] [[Alien Battleship (Apocalypse)|Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17/17/17/17/17/17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1800/300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heavy Disruptor Beam&amp;lt;br&amp;gt;Disruptor Bomb Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large Disruption Shield&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;All&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo10_icon.png|UFO Type 10]] [[Alien Mothership (Apocalypse)|Mothership]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15/10/15/15/15/15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2800/350&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heavy Disruptor Beam&amp;lt;br&amp;gt;Disruptor Multi-Bomb Launcher&amp;lt;br&amp;gt;Stasis Bomb Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large Disruption Shield&amp;lt;br&amp;gt;Teleporter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Overspawn&amp;lt;br&amp;gt;Terror&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_overspawn_icon.png|Overspawn]] [[Overspawn (Apocalypse)|Overspawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17/17/17/17/17/17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1800/0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Demolition&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Armor values: Top, Front, Left, Right, Rear, Under. Armor value within the UFOpedia entry is the sum of all sections.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Appearance of equipment depends on X-Com&#039;s &amp;quot;UFOs Shot Down&amp;quot; [[Alien Tech Levels (Apocalypse)|score]].&amp;lt;br&amp;gt;&lt;br /&gt;
An [[Overspawn_(Apocalypse)|Overspawn]] is listed within the chart since it is classed as a vehicle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; One particular [[Alien_Transporter_(Apocalypse)|UFO]] must be shot down and successfully recovered for the game to proceed to completion.&lt;br /&gt;
&lt;br /&gt;
==Alien Craft Components==&lt;br /&gt;
Any successful UFO crash recovery mission will enable X-Com to research their craft technologies. One each of the devices listed is recovered automatically from the first successful (medium or large) crash recovery. These are only needed once to enable further research. These UFO components are not used for anything else and cannot be sold:&lt;br /&gt;
* [[Alien Control System (Apocalypse)|Alien Control System]]&lt;br /&gt;
* [[Alien Energy Source (Apocalypse)|Alien Energy Source]]&lt;br /&gt;
* [[Alien Propulsion System (Apocalypse)|Alien Propulsion System]]&lt;br /&gt;
&lt;br /&gt;
==Crash Recovery Battlescape Mismatch==&lt;br /&gt;
* Alien craft devices (weapons: beam and missile, devices: shields, cloak and teleporter) appearing on any battlescape do not match up with what the UFO uses in cityscape combat.&amp;lt;br&amp;gt;&lt;br /&gt;
eg: A Destroyer does not have any shield modules anywhere on the battlescape tactical map but will use them when flying about the cityscape.&lt;br /&gt;
* A UFO must first use the device before X-Com may recover it. Appearance of more advanced devices is dependant on X-Com&#039;s &amp;quot;UFOs Shot Down&amp;quot; score.&lt;br /&gt;
* Missile weapons are the launchers only. No ammunition is recovered. Research of the weapon includes the ammunition type.&lt;br /&gt;
&lt;br /&gt;
===Chart===&lt;br /&gt;
Quantity denotes how many are present on the battlescape.  &lt;br /&gt;
* &amp;amp;hearts; Present on the craft when cityscape fighting, and &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; will be recovered (irrelevant of damage) if crash recovery is successful.&lt;br /&gt;
* &amp;amp;clubs; Present on battlescape only, and if not used in cityscape fighting, will not be recovered (irrelevant of quantity seen within the UFO). &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;| style=white-space:nowrap| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! UFO !! Small Shield !! Large Shield !! Cloak !! Teleporter !! Dimension Shifter &amp;amp;spades;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|Transporter || 6 &amp;amp;hearts; || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Fast Attack || 4 &amp;amp;hearts; || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer || - &amp;amp;hearts; || - || - || 4 &amp;amp;hearts; || -&lt;br /&gt;
|-&lt;br /&gt;
|Assault || - &amp;amp;hearts; || - || 8 &amp;amp;hearts; || 2 &amp;amp;hearts; || -&lt;br /&gt;
|-&lt;br /&gt;
|Bomber || - || 4 &amp;amp;hearts; || 6 &amp;amp;hearts; || - &amp;amp;hearts; || -&lt;br /&gt;
|-&lt;br /&gt;
|Escort || - || 4 &amp;amp;hearts; || 6 &amp;amp;hearts; || - &amp;amp;hearts; || -&lt;br /&gt;
|-&lt;br /&gt;
|Battleship || - || 12 &amp;amp;hearts; || - || 4 &amp;amp;hearts; || 8 &amp;amp;clubs;&lt;br /&gt;
|-&lt;br /&gt;
|Mothership || - || 8 &amp;amp;hearts; || 16 &amp;amp;clubs; || - &amp;amp;hearts; || 6 &amp;amp;clubs;&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;spades; This device has been cut from the final version and is not recoverable or researchable.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Strategies_for_Troops_(Apocalypse)|Fighting On The UFO Battlescape]]&lt;br /&gt;
* [[Tech_Levels_(Apocalypse)|Score And Technology Progress]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Appearance Within Mega-Primus]]&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&lt;br /&gt;
* [[Cut_items_and_features_(Apocalypse)|Dimension Shifter: Cut And Removed Items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Apocalypse)&amp;diff=117576</id>
		<title>To Do List (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Apocalypse)&amp;diff=117576"/>
		<updated>2023-12-03T14:23:06Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
 Please add your suggestions to this informal page&lt;br /&gt;
&lt;br /&gt;
==To Do==&lt;br /&gt;
&#039;&#039;&#039;Pick One!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Overspawn walks thru some, demolishes others. List which is which. Add solution to Apoc&#039;d Edits page.&amp;lt;/s&amp;gt; &lt;br /&gt;
* &amp;lt;s&amp;gt;Weapon damage types icons added to [[Damage_Modifiers_(Apocalypse)|Damage]] page.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Armor page four into one - forgot to list this one, but now its done.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Buildings: combat tactics and general building interesting features text In-fill to each [[Buildings_(Apocalypse)|building page]].&lt;br /&gt;
* Better pics of various plant growths which have an effect of some sort. New pics of all with black background.&lt;br /&gt;
* &amp;lt;s&amp;gt;Bio-Chemistry and Quantum Physics pages: split up the chart into sections to make it easy to search.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Agent Equipment: &amp;quot;UFOpaedia pic + Reticulan fonts&amp;quot; of weapons and ammunition.&lt;br /&gt;
* &amp;lt;s&amp;gt;Agent Equipment: icon pics of weapons using yellow background. Shows easy comparable scale of item.&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Cut Content page: go thru and removed repetative mention of &amp;lt;text in-game: none&amp;gt; and debug also etc. after the equip listing.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Use [[Utilities_(Apocalypse)|XME]] to go thru all battlescape segments and list which ones are never used, then add to Cut Content page&lt;br /&gt;
* &amp;lt;s&amp;gt;Alien Ship Technology: Propulsion, Energy, Control pages need alot of work finishing. Better pics&amp;lt;/s&amp;gt;&lt;br /&gt;
* Base Locations: add percentage frequency to each layout shown, of getting a particular building for each difficulty.&lt;br /&gt;
* Better pics (black background + resize 200%) all unit 360deg. collage&lt;br /&gt;
* Cityscape and Tactical pages: pics with pink arrows and boxed text pointing to buttons could use a more thorough explaination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Energy_Source_(Apocalypse)&amp;diff=117575</id>
		<title>Alien Energy Source (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Energy_Source_(Apocalypse)&amp;diff=117575"/>
		<updated>2023-12-03T14:20:26Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: dunmefink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Craft-Pedia-EnergyV2-(Apocalypse).png|right]]&lt;br /&gt;
 The energy source for the Alien craft is generated in special dimension chambers which suck incredible amounts of energy from the Alien Dimension. These systems are highly unstable and should be treated with caution in combat situations.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Alien Energy Source&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;amp;Theta;&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Image. A UFO energy source present on any medium or large alien craft.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This device is not physically present on any UFO. It is not known how it looks since it is pure energy sucked in from the Alien Dimension.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien_Propulsion_System_(Apocalypse)|Alien Propulsion System]]&lt;br /&gt;
* [[Alien_Control_System_(Apocalypse)|Alien Control System]]&lt;br /&gt;
* [[Alien_Craft_(Apocalypse)|UFOs]]&lt;br /&gt;
* [[Quantum_Physics_(Apocalypse)|Quantum Physics - UFO Technology]]&lt;br /&gt;
* [[Alien_Dimension_(Apocalypse)|The Alien Dimension]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-EnergyV2-(Apocalypse).png&amp;diff=117574</id>
		<title>File:Craft-Pedia-EnergyV2-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-EnergyV2-(Apocalypse).png&amp;diff=117574"/>
		<updated>2023-12-03T14:11:19Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-Energy-(Apocalypse).png&amp;diff=117573</id>
		<title>File:Craft-Pedia-Energy-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-Energy-(Apocalypse).png&amp;diff=117573"/>
		<updated>2023-12-03T14:01:10Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Propulsion_System_(Apocalypse)&amp;diff=117572</id>
		<title>Alien Propulsion System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Propulsion_System_(Apocalypse)&amp;diff=117572"/>
		<updated>2023-12-03T13:57:46Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: format is good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The propulsion system of the Alien craft is built into the external fabric of the craft itself. It generates a dimensional field that warps the craft through space and allows the craft to pass undamaged through Dimension Gates.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Propul-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Alien Propulsion System&#039;&#039;&#039;&lt;br /&gt;
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[[Image:Craft-Part-Propul-(Apocalypse).png|left|Alien Propulsion System]]&lt;br /&gt;
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A UFO component recovered from any medium or large alien craft.&lt;br /&gt;
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The egg shaped device (the Alien Propulsion System) is usually encased in bone-like struts and fencing. The &#039;egg&#039; is not protected by this structure since projectiles can easily pass through the gaps and hit the &#039;egg&#039; device inside often resulting in small but strong explosions. If many &#039;eggs&#039; are destroyed at once, hull breech of the floor is possible.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Alien Control System (Apocalypse)|Alien Control System]]&lt;br /&gt;
* [[Alien Energy Source (Apocalypse)|Alien Energy Source]]&lt;br /&gt;
* [[Alien_Craft_(Apocalypse)|UFOs]]&lt;br /&gt;
* [[Quantum_Physics_(Apocalypse)|Quantum Physics - UFO Technology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Control_System_(Apocalypse)&amp;diff=117571</id>
		<title>Alien Control System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Control_System_(Apocalypse)&amp;diff=117571"/>
		<updated>2023-12-03T13:55:46Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: much better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
 The control stations onboard the Alien craft direct the propulsion system and control its ability to transform matter into anti-matter.  &#039;&#039;From: Apocalypse Ufopaedia&#039;&#039;&lt;br /&gt;
[[Image:Craft-Pedia-Control-(Apocalypse).png|right]]&lt;br /&gt;
&#039;&#039;&#039;Alien Control System&#039;&#039;&#039;&lt;br /&gt;
[[Image:Craft-Part-Control-(Apocalypse).png|left|Alien Control System]]&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
A UFO component recovered from any medium or large alien craft.&lt;br /&gt;
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The pedestal shaped device (the Alien Control System) is the steering system for the UFO and its beam or missile weapons. This aiming control device is commonly paired with a &#039;chair&#039;. It is not explosive.&lt;br /&gt;
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Image above shows the pedestal&#039;s orientation from top to bottom: west, south, east, north.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* [[Alien Energy Source (Apocalypse)|Alien Energy Source]]&lt;br /&gt;
* [[Alien_Propulsion_System_(Apocalypse)|Alien Propulsion System]]&lt;br /&gt;
* [[Alien_Craft_(Apocalypse)|UFOs]]&lt;br /&gt;
* [[Quantum_Physics_(Apocalypse)|Quantum Physics - UFO Technology]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-Control-(Apocalypse).png&amp;diff=117570</id>
		<title>File:Craft-Pedia-Control-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Craft-Pedia-Control-(Apocalypse).png&amp;diff=117570"/>
		<updated>2023-12-03T13:42:01Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
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		<author><name>EsTeR</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Craft-Part-Control-(Apocalypse).png&amp;diff=117569</id>
		<title>File:Craft-Part-Control-(Apocalypse).png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Craft-Part-Control-(Apocalypse).png&amp;diff=117569"/>
		<updated>2023-12-03T13:40:15Z</updated>

		<summary type="html">&lt;p&gt;EsTeR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EsTeR</name></author>
	</entry>
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