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	<updated>2026-05-01T05:52:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=59392</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=59392"/>
		<updated>2014-09-03T11:05:59Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Considering the Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
Sidearms are often useful for soldiers who wield sniper rifles, machine guns or other high-cost TU weapons, so that they can be useful if the squad must enter buildings. However, their weight means you must often calculate whether it would be more useful to take grenades, a medikit or extra ammo instead of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
Armour is often the heaviest component of a soldier&#039;s equipment. Typically, you&#039;ll want to equip your soldiers with the best armour you can at all times. But you may also want to consider whether your play style would make good use of fast, unarmoured [[Scouts_(UFOAI)|Scouts]]. Scout-snipers in particular can be very effective, allowing your sniper to get off two shots in one turn.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re struggling to get all the equipment you need on your soldiers with the best armour, you might consider which soldiers will benefit most from armour. If you always keep your snipers and rocket launchers safe in the rear, maybe they don&#039;t need armour as much as everyone else. Late in the game, when you access the very heavy Power Armour, you might want to consider equipping a couple of your strongest soldiers with the armour and exposing them to soak up enemy fire that might otherwise go to more lightly armoured soldiers.&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
The map matters, so you may need to swap soldiers out for different squad compositions. Large open maps will make good use of lots of snipers, so you might want to swap out your close-quarters soldiers for an extra sniper or two. Alternatively, you might want to leave your snipers at home on small indoor maps.&lt;br /&gt;
&lt;br /&gt;
==Recommended Loadouts==&lt;br /&gt;
The following are some recommended soldier configurations.&lt;br /&gt;
&lt;br /&gt;
* Assault&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1 reload; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Heavy Assault&lt;br /&gt;
** Primary: Machine Gun, Heavy Laser, Needler, Heavy Needler, Particle Beam Rifle/Cannon&lt;br /&gt;
** Equipment: 2-3 reloads; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Explosives&lt;br /&gt;
** Primary: Grenade Launcher, Rocket Launcher&lt;br /&gt;
** Equipment: Ammo; smoke grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Close-Quarter&lt;br /&gt;
** Primary: SMG, Shotgun, Plasma Blaster&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
** Primary: Sniper Rifle, Bolter, Coilgun&lt;br /&gt;
** Equipment: 1-2 reloads; a few grenades&lt;br /&gt;
** Armour: If weight allows it&lt;br /&gt;
* Scout&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout  must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]]. They will use their extra TUs to scout dangers and retreat to safety.&lt;br /&gt;
* Scout Sniper&lt;br /&gt;
** Primary: Sniper Rifle&lt;br /&gt;
** Equipment: 1-2 reloads&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout Sniper must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]] and be able fire twice in a turn. With a vet this may be possible with light armour or a more costly sniper weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;br /&gt;
&lt;br /&gt;
===Firebird===&lt;br /&gt;
The following squad is great for the early-to-mid game, when aliens are still lightly armoured and your tech is not very advanced.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 1 Scout&lt;br /&gt;
* 1 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
===Herakles===&lt;br /&gt;
The following squad is useful late in the game, when you can take more soldiers and must pack a lot of damage into your encounters.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Heavy Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 2 Scout&lt;br /&gt;
* 2 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=59391</id>
		<title>Info (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=59391"/>
		<updated>2014-09-03T10:52:25Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Notes on 2.5&amp;#039;s release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[http://ufoai.org UFO: Alien Invasion] is a free, open-source game in the tradition of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;. Players must defend earth against an alien invasion by building bases around the world, shooting down alien UFOs and sending in infantry squads to engage the enemies in turn-based tactical combat.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In line with the traditional gameplay of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;, UFO:AI is split primarily between a global view of the earth and short tactical ground missions. In the global view, players will construct and develop bases around the world to track and engage UFOs. Players will have to recruit and equip soldiers, hire scientists to research new technologies, and employ engineers to build new weaponry, aircraft and equipment. Funding comes from nations and the sale of loot acquired from successful ground missions.&lt;br /&gt;
&lt;br /&gt;
In the ground missions, players will take control of their soldiers (8-12) to kill or capture aliens that have landed or been shot down on earth&#039;s surface. Technology acquired during these missions will open up new research paths, while research and development will provide new weapons and equipment for soldiers to wield on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Project History==&lt;br /&gt;
The game was initially developed by a small team, which released their final version (&amp;quot;the Christmas release&amp;quot;) of the game at the end of 2003. In 2006, one of the project members, Martin Gerhardy, received permission to release the game under an open-source license. The source code and art assets were made available on their Sourceforge page and development resumed under its current form.&lt;br /&gt;
&lt;br /&gt;
* Jan 12, 2008: [http://ufoai.org/wiki/News/2008#Version_2.2_is_released Version 2.2 released]&lt;br /&gt;
** Air interceptions&lt;br /&gt;
** Random map assemblies&lt;br /&gt;
* Jun 17, 2010: [http://ufoai.org/wiki/News/2010#UFO:_Alien_Invasion_2.3_released Version 2.3 released]&lt;br /&gt;
** Campaign system&lt;br /&gt;
** Rendering engine improvements (normalmaps, bumpmaps, glowmaps, etc)&lt;br /&gt;
** UFO crash site missions&lt;br /&gt;
* Apr 25, 2012: [http://ufoai.org/wiki/News/2012#Version_2.4_is_here.21 Version 2.4 released]&lt;br /&gt;
** Smoke and incendiary weapons&lt;br /&gt;
* Jun 28, 2014: [http://ufoai.org/wiki/News/2014#Congratulations.2C_it.27s_an....._awesome_game]&lt;br /&gt;
** Major rebalancing of campaign and combat&lt;br /&gt;
&lt;br /&gt;
==Where to Download==&lt;br /&gt;
UFO: Alien Invasion can be downloaded for free from the [http://ufoai.org project&#039;s website].&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=59390</id>
		<title>UFO:AI</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=59390"/>
		<updated>2014-09-03T10:49:51Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: 2.5 is now released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;UFO: Alien Invasion&#039;&#039; is a free, open-source game heavily inspired by the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039; or &#039;&#039;X-COM: UFO Defense&#039;&#039; in North America. It can be downloaded at the [http://ufoai.org official website].&lt;br /&gt;
&lt;br /&gt;
It remains under active development. All information provided in this guide is designed to be compatible with the 2.5 stable release. &#039;&#039;Data may be false or misleading if applied to other versions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Geoscape (UFOAI).jpg|400px|right]]&lt;br /&gt;
[[image:Alien Base (UFOAI).jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
{{:Template:UFOAI_Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UFOAI_Table&amp;diff=49399</id>
		<title>Template:UFOAI Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UFOAI_Table&amp;diff=49399"/>
		<updated>2013-09-22T08:23:47Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Added link to wounds section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;UFO:AI Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot;| &#039;&#039;&#039;UFO: Alien Invasion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (UFOAI)|General Information]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Versions (UFOAI)|Versions]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Campaign&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Geoscape (UFOAI)|Geoscape]]&lt;br /&gt;
:[[UFO Detection and Interception (UFOAI)|UFO Detection and Interception]]&lt;br /&gt;
:[[Nations (UFOAI)|Nations]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;PHALANX&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[PHALANX Bases (UFOAI)|Bases]]&lt;br /&gt;
: [[Base Construction (UFOAI)|Base Construction]]&lt;br /&gt;
: [[Production and UFO Disassembly (UFOAI)|Production and UFO Disassembly]]&lt;br /&gt;
: [[Research (UFOAI)|Research]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Installations (UFOAI)|Installations]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Craft (UFOAI)|Craft]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldiers (UFOAI)|Soldiers]]&lt;br /&gt;
: [[Soldier Development (UFOAI)|Soldier Development]]&lt;br /&gt;
: [[Soldier Equipment (UFOAI)|Soldier Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (UFOAI)|Alien Life Forms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFOs (UFOAI)|UFOs]]&lt;br /&gt;
: [[UFO Components (UFOAI)|UFO Components]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Bases (UFOAI)|Alien Bases]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Ground Combat&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ground Combat (UFOAI)|Ground Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Missions (UFOAI)|Missions]]&lt;br /&gt;
: [[Map Selection (UFOAI)|Map Selection]]&lt;br /&gt;
: [[Mission Types (UFOAI)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tactics (UFOAI)|Tactics]]&lt;br /&gt;
: [[Squad Composition and Tactics (UFOAI)|Squad Composition]]&lt;br /&gt;
: [[Strength and Weight Management (UFOAI)|Strength and Weight Management]]&lt;br /&gt;
: [[Wounds (UFOAI)|Wounds]]&lt;br /&gt;
: [[Initial Deployment (UFOAI)|Initial Deployment]]&lt;br /&gt;
: [[Cover and Concealment (UFOAI)|Cover and Concealment]]&lt;br /&gt;
: [[Scouts (UFOAI)|Scouts]]&lt;br /&gt;
: [[Reaction Fire (UFOAI)|Reaction Fire]]&lt;br /&gt;
: [[Indirect Fire (UFOAI)|Indirect Fire]]&lt;br /&gt;
: [[Close Quarter Battle (UFOAI)|Close Quarter Battle]]&lt;br /&gt;
: [[Auxiliary Equipment (UFOAI)|Auxiliary Equipment]]&lt;br /&gt;
:: [[Smoke Grenade (UFOAI)|Smoke Grenade]]&lt;br /&gt;
:: [[Flashbang (UFOAI)|Flashbang]]&lt;br /&gt;
:: [[Incendiary Grenade (UFOAI)|Incendiary Grenade]]&lt;br /&gt;
:: [[Medikit (UFOAI)|Medikit]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Campaign Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Base Management (UFOAI)|Base Management]]&lt;br /&gt;
:[[Base Locations (UFOAI)|Base Locations]]&lt;br /&gt;
:[[Base Layout (UFOAI)|Base Layout]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economics (UFOAI)|Economics]]&lt;br /&gt;
: [[Buying/Selling/Transferring (UFOAI)|Buying/Selling/Transferring]]&lt;br /&gt;
: [[Employee Expenses (UFOAI)|Employee Expenses]]&lt;br /&gt;
: [[UFO Recovery (UFOAI)|UFO Recovery]]&lt;br /&gt;
: [[Disassembly Profit (UFOAI)|Disassembly Profit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Common Mistakes (UFOAI)|Common Mistakes]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scouts_(UFOAI)&amp;diff=49069</id>
		<title>Scouts (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scouts_(UFOAI)&amp;diff=49069"/>
		<updated>2013-09-15T14:03:04Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Created page with &amp;quot;Soldiers who carry less than 20% of their maximum weight gain extra Time Units (TUs), as specified in the [[Strength_and_Weight_Management_(UFOAI)|Strength and Weight Management]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers who carry less than 20% of their maximum weight gain extra Time Units (TUs), as specified in the [[Strength_and_Weight_Management_(UFOAI)|Strength and Weight Management]] article. This mechanic can be used to create fast-moving scouts and extend soldier capabilities in other ways.&lt;br /&gt;
&lt;br /&gt;
==Scouts==&lt;br /&gt;
A scout is best used to increase situational awareness on the battlefield. Because of their high TUs, they can be used to spot aliens early while still having enough TUs to retreat to cover. They are also good at stepping out of smoke to establish visual contact, enabling other soldiers to engage the enemy. In general, they enable you to prioritize fire for your other soldiers and keep them safe by catching threats early.&lt;br /&gt;
&lt;br /&gt;
Scouts are more vulnerable on the battlefield because they won&#039;t have any armour. For this reason, it&#039;s often a good idea to use rookies in this role. Rookies can expose themselves to dangerous situations, like running across the map to throw a grenade at an otherwise unreachable alien. For the hard-hearted, they can also be put in exposed positions to draw enemy fire away from veterans.&lt;br /&gt;
&lt;br /&gt;
Because scouts are used in such a variety of roles and need a lightweight weapon, it&#039;s often good to equip them with the latest Assault Rifle, Plasma Rifle or Laser Rifle. These weapons will allow them to play offensive as well as defensive roles, and to engage with some efficacy at any range. But don&#039;t neglect to take grenades of all varieties. Scouts are most useful when they&#039;re enabling other soldiers to be effective, so throwing smoke, disabling an enemy with a flashbang or weakening enemies with incendiary grenades are all useful ways to spend those extra TUs.&lt;br /&gt;
&lt;br /&gt;
==Scout Snipers==&lt;br /&gt;
A rookie scout will typically have 40+ TUs per turn. For this reason, a scout equipped with a Sniper Rifle will be able to execute two shots in a single turn. This can make for a very powerful sniper, and because snipers are often in the rear, the lack of armour is less of a concern for them.&lt;br /&gt;
&lt;br /&gt;
==Scout Medics==&lt;br /&gt;
Some players prefer to play with a dedicated medic. Equipping a medic lightly enough to gain the extra TUs will allow them to use the medikit twice in a turn. They&#039;ll also be able to rush to the injured from far away.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment_(UFOAI)&amp;diff=49036</id>
		<title>Initial Deployment (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment_(UFOAI)&amp;diff=49036"/>
		<updated>2013-09-14T09:18:13Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Created page with &amp;quot;At the start of a mission, your soldiers will be positioned inside or near the dropship. Any aliens which spot you on their first turn have all of their TUs, so they are able to ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the start of a mission, your soldiers will be positioned inside or near the dropship. Any aliens which spot you on their first turn have all of their TUs, so they are able to execute a lot of [[Reaction_Fire_(UFOAI)|Reaction Fire]]. Where possible, you should try to move into cover quickly. In many maps, though, your soldiers will be too far from cover to move there safely in one turn. To counter this, you&#039;ll need to find ways to disable the enemy threat so that you can take it out safely.&lt;br /&gt;
&lt;br /&gt;
===Smoke Grenades===&lt;br /&gt;
Throwing smoke grenades is the most common technique to handle the initial deployment risks. Throw a grenade just outside the entrance of the dropship so that it covers your soldiers. You can then use [[Scouts_(UFOAI)|Scouts]] to move in and out of the smoke to spot threatening aliens nearby. Once spotted, place your shooters inside the smoke to prevent [[Reaction_Fire_(UFOAI)|Reaction Fire]] and kill the aliens from there.&lt;br /&gt;
&lt;br /&gt;
Be careful with the smoke. If your soldiers are all inside the smoke, they will not see approaching aliens until they are immediately adjacent. If there are several nearby aliens and no available cover, you may want to retreat to the dropship, using good [[Reaction_Fire_(UFOAI)|Reaction Fire]] troops to guard the entrance. Smoke is most effective when it can be used temporarily to get your soldiers into better cover. This is not always possible, though, because many maps offer little to no cover for your troops.&lt;br /&gt;
&lt;br /&gt;
===Flashbangs===&lt;br /&gt;
If you only face a threat from one very close alien, you can try to disable the alien&#039;s [[Reaction_Fire_(UFOAI)|Reaction Fire]] by throwing a flashbang in front of it. Then you can take it out safely without blocking your own field of view with a smoke grenade.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48977</id>
		<title>Reaction Fire (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48977"/>
		<updated>2013-09-13T10:11:39Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Add category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Units can fire on enemy units when they wander into their field of view during the enemy&#039;s turn. Soldiers will execute a reaction shot when an enemy unit spends more TU in their field of view than the cost of their reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Understanding Reaction Fire==&lt;br /&gt;
While this mechanic is simple and straightforward, using it effectively can quickly become complex because of the range of actions and firemodes which affect how many TUs one unit will spend in front of another. If the enemy is able to spot your soldier, fire their weapon and then return to cover using fewer TUs than the cost of your soldier&#039;s Reaction Fire firemode, your soldier will not fire.&lt;br /&gt;
&lt;br /&gt;
To illustrate this, let&#039;s consider an example in which a soldier has activated Reaction Fire. During the alien&#039;s turn, the alien appears from behind a wall, spots the soldier, fires on him and then moves back behind the wall. The following timelines show what will happen when the soldier or alien chooses different firemodes.&lt;br /&gt;
&lt;br /&gt;
===Soldier Doesn&#039;t Fire===&lt;br /&gt;
Soldier Reaction Fire firemode = 12 TUs (Burst fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first because total TUs (2 + 8) are less than soldier&#039;s Reaction Fire (12 TUs).&lt;br /&gt;
: 4. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
: 5. Alien has now spent 12 TUs, but is behind the wall and therefore out of view of the soldier. &#039;&#039;&#039;No reaction fire is taken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires First===&lt;br /&gt;
Soldier Reaction Fire firemode = 8 TUs (Snap Shot from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Soldier fires first, because the alien has spent more than 8 TUs (snap shot) in view of the soldier.&lt;br /&gt;
: 4. Alien fires second.&lt;br /&gt;
: 5. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires Second===&lt;br /&gt;
Soldier Reaction Fire firemode = 16 TUs (Auto fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves three grids from behind wall into view (6 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first, because total TUs spent (14) is less than soldier&#039;s Reaction Fire cost (16 TUs)&lt;br /&gt;
: 4. Alien moves one grid back towards the wall (2 TUs)&lt;br /&gt;
: 5. Soldier fires after the alien has moved, because the alien has spent 16 TUs in view of the soldier.&lt;br /&gt;
&lt;br /&gt;
As you can deduce from these examples, Reaction Fire is more effective when firemodes that use less TUs are selected. In order to ensure your soldiers will pre-empt enemy fire and shoot first, your soldiers must use a firemode that is quicker than the enemy&#039;s. It is also possible to execute Reaction Fire if the enemy does not fire, but spends too many TUs in view. Any TU spent in view of a soldier will add to the Reaction Fire counter, including crouching and turning in a new direction. But the alien AI is particularly good at popping up around corners, firing, and retreating to cover. You&#039;re only likely to get Reaction Fire on enemy movement at long distances, where the alien AI feels safer moving around.&lt;br /&gt;
&lt;br /&gt;
For this reason, weapons traditionally thought of as good &amp;quot;overwatch&amp;quot; weapons, such as Sniper Rifles, are not effective when used in Reaction Fire. In UFO:AI, Reaction Fire is much more appropriate for defensive purposes and close-quarters situations where the player must win the &amp;quot;Reaction Fire Contest&amp;quot; and fire first.&lt;br /&gt;
&lt;br /&gt;
==How to use Reaction Fire effectively==&lt;br /&gt;
In order to use Reaction Fire effectively, you must understand and prepare for the &amp;quot;Reaction Fire Contest&amp;quot;. When opposing units spot each other, there is typically a race to fire first that is based on the number of TUs each unit will spend to fire their weapon. At close quarters, when shots are very likely to hit, winning this contest is especially important.&lt;br /&gt;
&lt;br /&gt;
Because the active unit typically has to spend 2 TUs moving into view, the defensive unit often has a slight TU advantage. If your soldier spots an enemy during their movement and the enemy sees them, your soldier has already spent 2 TUs moving into view. If your soldier and the enemy both use 8 TU firemodes, the enemy will fire first because your soldier&#039;s total TU spent will be 10 TU.&lt;br /&gt;
&lt;br /&gt;
Knowing the enemy&#039;s weaponry and the TU costs of their firemodes will go a long way in deducing which firemodes will be effective when used for Reaction Fire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; - At the start of the game, the aliens wield the Plasma Pistol, which costs 6 TU to fire. The only weapon that can beat this early in the game is the pistol.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Blaster, Plasma Rifle, Hovernet and Particle Beam Rifle&#039;&#039;&#039; - These weapons (and alien) cost 8-10 TU to fire their cheapest firemode. Shotguns, Plasma Blasters, Assault Rifles or Plasma Rifles are the most effective firearms to beat these weapons. However, none of these weapons are very effective at long range. When expecting long-range Reaction Fire, it may be safe to receive fire and use the more expensive burst modes of rifles.&lt;br /&gt;
* &#039;&#039;&#039;Needler, Heavy Needler, Particle Beam Cannon&#039;&#039;&#039; - These weapons typically cost 12-13 TU to fire their cheapest firemode. Most effective Reaction Fire weapons will beat them to the draw.&lt;br /&gt;
&lt;br /&gt;
==When Reaction Fire won&#039;t fire==&lt;br /&gt;
In some cases, Reaction Fire won&#039;t fire when you may expect it to. These include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Out of range&#039;&#039;&#039;: All weapons have a maximum range. If the target exceeds this range, no Reaction Fire will be taken.&lt;br /&gt;
* &#039;&#039;&#039;Lost view&#039;&#039;&#039;: If a target moves out of view, even very briefly, the Reaction Fire counter is reset to 0. TUs spent are not cumulative.&lt;br /&gt;
* &#039;&#039;&#039;Not activated&#039;&#039;&#039;: Reaction Fire must be activated by selecting an appropriate firemode and clicking the Reaction Fire button to enable it. &#039;&#039;It&#039;s easy to forget, so don&#039;t forget!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common misconceptions==&lt;br /&gt;
Because Reaction Fire works differently in UFO:AI than it does in other X-Com games, it is often the source of many misconceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is always fair.&#039;&#039;&#039; Aliens are not better than soldiers at it and soldiers can not become more proficient at it. Reaction Fire can not be [[Reaction_Training|trained]] like in the original X-Com. Reaction Fire will always depend on TU costs for soldiers and aliens, and it can always be predicted by paying close attention to TUs spent and observed.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not a free shot.&#039;&#039;&#039; Soldiers who have activated Reaction Fire will not automatically get to fire first when an enemy appears. Reaction Fire is not [[Overwatch_(EU2012)|Overwatch]] like in the new XCOM.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not overwatch.&#039;&#039;&#039; Reaction Fire is not effective in a real-world role of &amp;quot;overwatch&amp;quot;. Snipers are terrible at Reaction Fire because of their high TU costs.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not automatic.&#039;&#039;&#039; Players need to click to activate Reaction Fire, or a soldier will not fire even if they see an enemy and it is within range.&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strength_and_Weight_Management_(UFOAI)&amp;diff=48976</id>
		<title>Strength and Weight Management (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strength_and_Weight_Management_(UFOAI)&amp;diff=48976"/>
		<updated>2013-09-13T10:11:27Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Add category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Encumbrance==&lt;br /&gt;
The maximum weight a soldier can carry is equal to their strength stat in kilograms. A soldier with a strength stat of 34 will be able to carry up to 34kgs. However, a soldier will become encumbered if they carry more than 50% of their maximum weight. So a soldier with a strength stat of 34 will see his TUs decrease if he is carrying more than 17kgs. A soldier will also receive increased TUs if they are carrying less than 20% of their maximum weight.&lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s TUs are calculated using the following equation:&lt;br /&gt;
&lt;br /&gt;
 39 * ENCUMBRANCE_MODIFIER + SPEED * 20 / 100&lt;br /&gt;
&lt;br /&gt;
The ENCUMBRANCE_MODIFIER depends on the weight carried:&lt;br /&gt;
&lt;br /&gt;
* 1.0 = 20% or less of maximum weight&lt;br /&gt;
* 0.7 = 20-50% of maximum weight&lt;br /&gt;
* 0.4 = 50% or more of maximum weight&lt;br /&gt;
&lt;br /&gt;
The official documentation is [http://ufoai.org/wiki/Concepts/Strength,_Weight_and_Equipment here].&lt;br /&gt;
&lt;br /&gt;
==Strength Training==&lt;br /&gt;
Soldiers earn experience in the strength stat by carrying equipment into missions. The more equipment carried, the more experience the soldier will gain, up to a maximum of 125 points per mission. The formula for experience points is:&lt;br /&gt;
&lt;br /&gt;
 50 * (weight / strength) / ENCUMBRANCE_MODIFIER&lt;br /&gt;
&lt;br /&gt;
The official documentation is [http://ufoai.org/wiki/Skills/Improvement/v2.5 here].&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48975</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48975"/>
		<updated>2013-09-13T10:11:15Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Add category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
Sidearms are often useful for soldiers who wield sniper rifles, machine guns or other high-cost TU weapons, so that they can be useful if the squad must enter buildings. However, their weight means you must often calculate whether it would be more useful to take grenades, a medikit or extra ammo instead of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
Armour is often the heaviest component of a soldier&#039;s equipment. Typically, you&#039;ll want to equip your soldiers with the best armour you can at all times. But you may also want to consider whether your play style would make good use of fast, unarmoured [[Scouts_(UFOAI)|Scouts]]. Scout-snipers in particular can be very effective, allowing your sniper to get off two shots in one turn.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re struggling to get all the equipment you need on your soldiers with the best armour, you might consider which soldiers will benefit most from armour. If you always keep your snipers and rocket launchers safe in the rear, maybe they don&#039;t need armour as much as everyone else. Late in the game, when you access the very heavy Power Armour, you might want to consider equipping a couple of your strongest soldiers with the armour and exposing them to soak up enemy fire that might otherwise go to more lightly armoured soldiers.&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
The map matters, so you may need to swap soldiers out for different squad compositions. Large open maps will make good use of lots of snipers, so you might want to swap out your close-quarters soldiers for an extra sniper or two. Alternatively, you might want to leave your soldiers at home on small indoor maps.&lt;br /&gt;
&lt;br /&gt;
==Recommended Loadouts==&lt;br /&gt;
The following are some recommended soldier configurations.&lt;br /&gt;
&lt;br /&gt;
* Assault&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1 reload; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Heavy Assault&lt;br /&gt;
** Primary: Machine Gun, Heavy Laser, Needler, Heavy Needler, Particle Beam Rifle/Cannon&lt;br /&gt;
** Equipment: 2-3 reloads; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Explosives&lt;br /&gt;
** Primary: Grenade Launcher, Rocket Launcher&lt;br /&gt;
** Equipment: Ammo; smoke grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Close-Quarter&lt;br /&gt;
** Primary: SMG, Shotgun, Plasma Blaster&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
** Primary: Sniper Rifle, Bolter, Coilgun&lt;br /&gt;
** Equipment: 1-2 reloads; a few grenades&lt;br /&gt;
** Armour: If weight allows it&lt;br /&gt;
* Scout&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout  must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]]. They will use their extra TUs to scout dangers and retreat to safety.&lt;br /&gt;
* Scout Sniper&lt;br /&gt;
** Primary: Sniper Rifle&lt;br /&gt;
** Equipment: 1-2 reloads&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout Sniper must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]] and be able fire twice in a turn. With a vet this may be possible with light armour or a more costly sniper weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;br /&gt;
&lt;br /&gt;
===Firebird===&lt;br /&gt;
The following squad is great for the early-to-mid game, when aliens are still lightly armoured and your tech is not very advanced.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 1 Scout&lt;br /&gt;
* 1 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
===Herakles===&lt;br /&gt;
The following squad is useful late in the game, when you can take more soldiers and must pack a lot of damage into your encounters.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Heavy Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 2 Scout&lt;br /&gt;
* 2 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48974</id>
		<title>Info (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48974"/>
		<updated>2013-09-13T10:11:01Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Add category tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[http://ufoai.org UFO: Alien Invasion] is a free, open-source game in the tradition of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;. Players must defend earth against an alien invasion by building bases around the world, shooting down alien UFOs and sending in infantry squads to engage the enemies in turn-based tactical combat.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In line with the traditional gameplay of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;, UFO:AI is split primarily between a global view of the earth and short tactical ground missions. In the global view, players will construct and develop bases around the world to track and engage UFOs. Players will have to recruit and equip soldiers, hire scientists to research new technologies, and employ engineers to build new weaponry, aircraft and equipment. Funding comes from nations and the sale of loot acquired from successful ground missions.&lt;br /&gt;
&lt;br /&gt;
In the ground missions, players will take control of their soldiers (8-12) to kill or capture aliens that have landed or been shot down on earth&#039;s surface. Technology acquired during these missions will open up new research paths, while research and development will provide new weapons and equipment for soldiers to wield on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Project History==&lt;br /&gt;
The game was initially developed by a small team, which released their final version (&amp;quot;the Christmas release&amp;quot;) of the game at the end of 2003. In 2006, one of the project members, Martin Gerhardy, received permission to release the game under an open-source license. The source code and art assets were made available on their Sourceforge page and development resumed under its current form.&lt;br /&gt;
&lt;br /&gt;
* Jan 12, 2008: [http://ufoai.org/wiki/News/2008#Version_2.2_is_released Version 2.2 released]&lt;br /&gt;
** Air interceptions&lt;br /&gt;
** Random map assemblies&lt;br /&gt;
* Jun 17, 2010: [http://ufoai.org/wiki/News/2010#UFO:_Alien_Invasion_2.3_released Version 2.3 released]&lt;br /&gt;
** Campaign system&lt;br /&gt;
** Rendering engine improvements (normalmaps, bumpmaps, glowmaps, etc)&lt;br /&gt;
** UFO crash site missions&lt;br /&gt;
* Apr 25, 2012: [http://ufoai.org/wiki/News/2012#Version_2.4_is_here.21 Version 2.4 released]&lt;br /&gt;
** Smoke and incendiary weapons&lt;br /&gt;
&lt;br /&gt;
==Where to Download==&lt;br /&gt;
UFO: Alien Invasion can be downloaded for free from the [http://ufoai.org project&#039;s website].&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48973</id>
		<title>Reaction Fire (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48973"/>
		<updated>2013-09-13T09:59:21Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: finished reaction fire page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Units can fire on enemy units when they wander into their field of view during the enemy&#039;s turn. Soldiers will execute a reaction shot when an enemy unit spends more TU in their field of view than the cost of their reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Understanding Reaction Fire==&lt;br /&gt;
While this mechanic is simple and straightforward, using it effectively can quickly become complex because of the range of actions and firemodes which affect how many TUs one unit will spend in front of another. If the enemy is able to spot your soldier, fire their weapon and then return to cover using fewer TUs than the cost of your soldier&#039;s Reaction Fire firemode, your soldier will not fire.&lt;br /&gt;
&lt;br /&gt;
To illustrate this, let&#039;s consider an example in which a soldier has activated Reaction Fire. During the alien&#039;s turn, the alien appears from behind a wall, spots the soldier, fires on him and then moves back behind the wall. The following timelines show what will happen when the soldier or alien chooses different firemodes.&lt;br /&gt;
&lt;br /&gt;
===Soldier Doesn&#039;t Fire===&lt;br /&gt;
Soldier Reaction Fire firemode = 12 TUs (Burst fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first because total TUs (2 + 8) are less than soldier&#039;s Reaction Fire (12 TUs).&lt;br /&gt;
: 4. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
: 5. Alien has now spent 12 TUs, but is behind the wall and therefore out of view of the soldier. &#039;&#039;&#039;No reaction fire is taken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires First===&lt;br /&gt;
Soldier Reaction Fire firemode = 8 TUs (Snap Shot from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Soldier fires first, because the alien has spent more than 8 TUs (snap shot) in view of the soldier.&lt;br /&gt;
: 4. Alien fires second.&lt;br /&gt;
: 5. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires Second===&lt;br /&gt;
Soldier Reaction Fire firemode = 16 TUs (Auto fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves three grids from behind wall into view (6 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first, because total TUs spent (14) is less than soldier&#039;s Reaction Fire cost (16 TUs)&lt;br /&gt;
: 4. Alien moves one grid back towards the wall (2 TUs)&lt;br /&gt;
: 5. Soldier fires after the alien has moved, because the alien has spent 16 TUs in view of the soldier.&lt;br /&gt;
&lt;br /&gt;
As you can deduce from these examples, Reaction Fire is more effective when firemodes that use less TUs are selected. In order to ensure your soldiers will pre-empt enemy fire and shoot first, your soldiers must use a firemode that is quicker than the enemy&#039;s. It is also possible to execute Reaction Fire if the enemy does not fire, but spends too many TUs in view. Any TU spent in view of a soldier will add to the Reaction Fire counter, including crouching and turning in a new direction. But the alien AI is particularly good at popping up around corners, firing, and retreating to cover. You&#039;re only likely to get Reaction Fire on enemy movement at long distances, where the alien AI feels safer moving around.&lt;br /&gt;
&lt;br /&gt;
For this reason, weapons traditionally thought of as good &amp;quot;overwatch&amp;quot; weapons, such as Sniper Rifles, are not effective when used in Reaction Fire. In UFO:AI, Reaction Fire is much more appropriate for defensive purposes and close-quarters situations where the player must win the &amp;quot;Reaction Fire Contest&amp;quot; and fire first.&lt;br /&gt;
&lt;br /&gt;
==How to use Reaction Fire effectively==&lt;br /&gt;
In order to use Reaction Fire effectively, you must understand and prepare for the &amp;quot;Reaction Fire Contest&amp;quot;. When opposing units spot each other, there is typically a race to fire first that is based on the number of TUs each unit will spend to fire their weapon. At close quarters, when shots are very likely to hit, winning this contest is especially important.&lt;br /&gt;
&lt;br /&gt;
Because the active unit typically has to spend 2 TUs moving into view, the defensive unit often has a slight TU advantage. If your soldier spots an enemy during their movement and the enemy sees them, your soldier has already spent 2 TUs moving into view. If your soldier and the enemy both use 8 TU firemodes, the enemy will fire first because your soldier&#039;s total TU spent will be 10 TU.&lt;br /&gt;
&lt;br /&gt;
Knowing the enemy&#039;s weaponry and the TU costs of their firemodes will go a long way in deducing which firemodes will be effective when used for Reaction Fire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; - At the start of the game, the aliens wield the Plasma Pistol, which costs 6 TU to fire. The only weapon that can beat this early in the game is the pistol.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Blaster, Plasma Rifle, Hovernet and Particle Beam Rifle&#039;&#039;&#039; - These weapons (and alien) cost 8-10 TU to fire their cheapest firemode. Shotguns, Plasma Blasters, Assault Rifles or Plasma Rifles are the most effective firearms to beat these weapons. However, none of these weapons are very effective at long range. When expecting long-range Reaction Fire, it may be safe to receive fire and use the more expensive burst modes of rifles.&lt;br /&gt;
* &#039;&#039;&#039;Needler, Heavy Needler, Particle Beam Cannon&#039;&#039;&#039; - These weapons typically cost 12-13 TU to fire their cheapest firemode. Most effective Reaction Fire weapons will beat them to the draw.&lt;br /&gt;
&lt;br /&gt;
==When Reaction Fire won&#039;t fire==&lt;br /&gt;
In some cases, Reaction Fire won&#039;t fire when you may expect it to. These include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Out of range&#039;&#039;&#039;: All weapons have a maximum range. If the target exceeds this range, no Reaction Fire will be taken.&lt;br /&gt;
* &#039;&#039;&#039;Lost view&#039;&#039;&#039;: If a target moves out of view, even very briefly, the Reaction Fire counter is reset to 0. TUs spent are not cumulative.&lt;br /&gt;
* &#039;&#039;&#039;Not activated&#039;&#039;&#039;: Reaction Fire must be activated by selecting an appropriate firemode and clicking the Reaction Fire button to enable it. &#039;&#039;It&#039;s easy to forget, so don&#039;t forget!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common misconceptions==&lt;br /&gt;
Because Reaction Fire works differently in UFO:AI than it does in other X-Com games, it is often the source of many misconceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is always fair.&#039;&#039;&#039; Aliens are not better than soldiers at it and soldiers can not become more proficient at it. Reaction Fire can not be [[Reaction_Training|trained]] like in the original X-Com. Reaction Fire will always depend on TU costs for soldiers and aliens, and it can always be predicted by paying close attention to TUs spent and observed.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not a free shot.&#039;&#039;&#039; Soldiers who have activated Reaction Fire will not automatically get to fire first when an enemy appears. Reaction Fire is not [[Overwatch_(EU2012)|Overwatch]] like in the new XCOM.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not overwatch.&#039;&#039;&#039; Reaction Fire is not effective in a real-world role of &amp;quot;overwatch&amp;quot;. Snipers are terrible at Reaction Fire because of their high TU costs.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not automatic.&#039;&#039;&#039; Players need to click to activate Reaction Fire, or a soldier will not fire even if they see an enemy and it is within range.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48894</id>
		<title>Reaction Fire (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48894"/>
		<updated>2013-09-11T15:05:38Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Units can fire on enemy units when they wander into their field of view during the enemy&#039;s turn. Soldiers will execute a reaction shot when an enemy unit spends more TU in their field of view than the cost of their reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Understanding Reaction Fire==&lt;br /&gt;
While this mechanic is simple and straightforward, using it effectively can quickly become complex because of the range of actions and firemodes which affect how many TUs one unit will spend in front of another. If the enemy is able to spot your soldier, fire their weapon and then return to cover using fewer TUs than the cost of your soldier&#039;s Reaction Fire firemode, your soldier will not fire.&lt;br /&gt;
&lt;br /&gt;
To illustrate this, let&#039;s consider an example in which a soldier has activated Reaction Fire. During the alien&#039;s turn, the alien appears from behind a wall, spots the soldier, fires on him and then moves back behind the wall. The following timelines show what will happen when the soldier or alien chooses different firemodes.&lt;br /&gt;
&lt;br /&gt;
===Soldier Doesn&#039;t Fire===&lt;br /&gt;
Soldier Reaction Fire firemode= 12 TUs (Burst fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first because total TUs (2 + 8) are less than soldier&#039;s Reaction Fire (12 TUs).&lt;br /&gt;
: 4. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
: 5. Alien has now spent 12 TUs, but is behind the wall and therefore out of view of the soldier. &#039;&#039;&#039;No reaction fire is taken.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires First===&lt;br /&gt;
Soldier Reaction Fire firemode= 8 TUs (Snap Shot from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves one grid from behind wall into view (2 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Soldier fires first, because the alien has spent more than 8 TUs (snap shot) in view of the soldier.&lt;br /&gt;
: 4. Alien fires second.&lt;br /&gt;
: 5. Alien moves one grid back behind wall (2 TUs)&lt;br /&gt;
&lt;br /&gt;
===Soldier Fires Second===&lt;br /&gt;
Soldier Reaction Fire firemode= 16 TUs (Auto fire from Assault Rifle)&lt;br /&gt;
&lt;br /&gt;
Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)&lt;br /&gt;
: 1. Alien moves three grids from behind wall into view (6 TUs)&lt;br /&gt;
: 2. Alien chooses to fire (8 TUs)&lt;br /&gt;
: 3. Alien fires first, because total TUs spent (14) is less than soldier&#039;s Reaction Fire cost (16 TUs)&lt;br /&gt;
: 4. Alien moves one grid back towards the wall (2 TUs)&lt;br /&gt;
: 5. Soldier fires after the alien has moved, because the alien has spent 16 TUs in view of the soldier.&lt;br /&gt;
&lt;br /&gt;
As you can deduce from these examples, Reaction Fire is more effective when firemodes that use less TUs are selected. In order to pre-empt enemy fire and shoot first, your soldiers must use a firemode that is quicker than the enemy&#039;s. It is also possible to execute Reaction Fire if the enemy does not fire, but spends too many TUs in view. Any TU spent in view of a soldier will add to the Reaction Fire counter, including crouching and turning in a new direction. But the alien AI is particularly good at popping up around corners, firing, and retreating to cover. You&#039;re only likely to get Reaction Fire on enemy movement at long distances, where the alien AI feels safer moving around.&lt;br /&gt;
&lt;br /&gt;
For this reason, weapons traditionally thought of as good &amp;quot;overwatch&amp;quot; weapons, such as Sniper Rifles, are not effective when used in Reaction Fire. In UFO:AI, Reaction Fire is much more appropriate for defensive purposes and close-quarters situations where the player must win the &amp;quot;Reaction Fire Contest&amp;quot; and fire first.&lt;br /&gt;
&lt;br /&gt;
==The Reaction Fire Contest==&lt;br /&gt;
&lt;br /&gt;
==How to use Reaction Fire effectively==&lt;br /&gt;
&lt;br /&gt;
==When Reaction Fire won&#039;t fire==&lt;br /&gt;
* Out of range&lt;br /&gt;
* Target enters/exits view&lt;br /&gt;
&lt;br /&gt;
==Common misconceptions==&lt;br /&gt;
Because Reaction Fire works differently in UFO:AI than it does in other X-Com games, it is often the source of many misconceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is always fair.&#039;&#039;&#039; Aliens are not better than soldiers at it and soldiers can not become more proficient at it. Reaction Fire can not be [[Reaction_Training|trained]] like in the original X-Com. Reaction Fire will always depend on TU costs for soldiers and aliens, and it can always be predicted by paying close attention to TUs spent and observed.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not a free shot.&#039;&#039;&#039; Soldiers who have activated Reaction Fire will not automatically get to fire first when an enemy appears. Reaction Fire is not [[Overwatch_(EU2012)|Overwatch]] like in the new XCOM.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not overwatch.&#039;&#039;&#039; Reaction Fire is not effective in a real-world role of &amp;quot;overwatch&amp;quot;. Snipers are terrible at Reaction Fire because of their high TU costs.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not automatic.&#039;&#039;&#039; Players need to click to activate Reaction Fire, or a soldier will not fire even if they see an enemy and it is within range.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48634</id>
		<title>Reaction Fire (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_Fire_(UFOAI)&amp;diff=48634"/>
		<updated>2013-09-05T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: First pass at an RF page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Units can fire on enemy units when they wander into their field of view during the enemy&#039;s turn. Soldiers will execute a reaction shot when an enemy unit spends more TU in their field of view than the cost of their reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Understanding Reaction Fire==&lt;br /&gt;
&lt;br /&gt;
==The Reaction Fire Contest==&lt;br /&gt;
&lt;br /&gt;
==How to use Reaction Fire effectively==&lt;br /&gt;
&lt;br /&gt;
==When Reaction Fire won&#039;t fire==&lt;br /&gt;
* Out of range&lt;br /&gt;
* Target enters/exits view&lt;br /&gt;
&lt;br /&gt;
==Common misconceptions==&lt;br /&gt;
Because Reaction Fire works differently in UFO:AI than it does in other X-Com games, it is often the source of many misconceptions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is always fair.&#039;&#039;&#039; Aliens are not better than soldiers at it and soldiers can not become more proficient at it. Reaction Fire can not be [[Reaction_Training|trained]] like in the original X-Com. Reaction Fire will always depend on TU costs for soldiers and aliens, and it can always be predicted by paying close attention to TUs spent and observed.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not a free shot.&#039;&#039;&#039; Soldiers who have activated Reaction Fire will not automatically get to fire first when an enemy appears. Reaction Fire is not [[Overwatch_(EU2012)|Overwatch]] like in the new XCOM.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not overwatch.&#039;&#039;&#039; Reaction Fire is not effective in a real-world role of &amp;quot;overwatch&amp;quot;. Snipers are terrible at Reaction Fire because of their high TU costs.&lt;br /&gt;
* &#039;&#039;&#039;Reaction Fire is not automatic.&#039;&#039;&#039; Players need to click to activate Reaction Fire, or a soldier will not fire even if they see an enemy and it is within range.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48633</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48633"/>
		<updated>2013-09-05T15:28:38Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Recommended Loadouts */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
Sidearms are often useful for soldiers who wield sniper rifles, machine guns or other high-cost TU weapons, so that they can be useful if the squad must enter buildings. However, their weight means you must often calculate whether it would be more useful to take grenades, a medikit or extra ammo instead of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
Armour is often the heaviest component of a soldier&#039;s equipment. Typically, you&#039;ll want to equip your soldiers with the best armour you can at all times. But you may also want to consider whether your play style would make good use of fast, unarmoured [[Scouts_(UFOAI)|Scouts]]. Scout-snipers in particular can be very effective, allowing your sniper to get off two shots in one turn.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re struggling to get all the equipment you need on your soldiers with the best armour, you might consider which soldiers will benefit most from armour. If you always keep your snipers and rocket launchers safe in the rear, maybe they don&#039;t need armour as much as everyone else. Late in the game, when you access the very heavy Power Armour, you might want to consider equipping a couple of your strongest soldiers with the armour and exposing them to soak up enemy fire that might otherwise go to more lightly armoured soldiers.&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
The map matters, so you may need to swap soldiers out for different squad compositions. Large open maps will make good use of lots of snipers, so you might want to swap out your close-quarters soldiers for an extra sniper or two. Alternatively, you might want to leave your soldiers at home on small indoor maps.&lt;br /&gt;
&lt;br /&gt;
==Recommended Loadouts==&lt;br /&gt;
The following are some recommended soldier configurations.&lt;br /&gt;
&lt;br /&gt;
* Assault&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1 reload; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Heavy Assault&lt;br /&gt;
** Primary: Machine Gun, Heavy Laser, Needler, Heavy Needler, Particle Beam Rifle/Cannon&lt;br /&gt;
** Equipment: 2-3 reloads; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Explosives&lt;br /&gt;
** Primary: Grenade Launcher, Rocket Launcher&lt;br /&gt;
** Equipment: Ammo; smoke grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Close-Quarter&lt;br /&gt;
** Primary: SMG, Shotgun, Plasma Blaster&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
** Primary: Sniper Rifle, Bolter, Coilgun&lt;br /&gt;
** Equipment: 1-2 reloads; a few grenades&lt;br /&gt;
** Armour: If weight allows it&lt;br /&gt;
* Scout&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout  must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]]. They will use their extra TUs to scout dangers and retreat to safety.&lt;br /&gt;
* Scout Sniper&lt;br /&gt;
** Primary: Sniper Rifle&lt;br /&gt;
** Equipment: 1-2 reloads&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout Sniper must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]] and be able fire twice in a turn. With a vet this may be possible with light armour or a more costly sniper weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;br /&gt;
&lt;br /&gt;
===Firebird===&lt;br /&gt;
The following squad is great for the early-to-mid game, when aliens are still lightly armoured and your tech is not very advanced.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 1 Scout&lt;br /&gt;
* 1 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
===Herakles===&lt;br /&gt;
The following squad is useful late in the game, when you can take more soldiers and must pack a lot of damage into your encounters.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Heavy Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 2 Scout&lt;br /&gt;
* 2 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strength_and_Weight_Management_(UFOAI)&amp;diff=48632</id>
		<title>Strength and Weight Management (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strength_and_Weight_Management_(UFOAI)&amp;diff=48632"/>
		<updated>2013-09-05T15:19:10Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Created page with &amp;quot;==Encumbrance== The maximum weight a soldier can carry is equal to their strength stat in kilograms. A soldier with a strength stat of 34 will be able to carry up to 34kgs. Howev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Encumbrance==&lt;br /&gt;
The maximum weight a soldier can carry is equal to their strength stat in kilograms. A soldier with a strength stat of 34 will be able to carry up to 34kgs. However, a soldier will become encumbered if they carry more than 50% of their maximum weight. So a soldier with a strength stat of 34 will see his TUs decrease if he is carrying more than 17kgs. A soldier will also receive increased TUs if they are carrying less than 20% of their maximum weight.&lt;br /&gt;
&lt;br /&gt;
A soldier&#039;s TUs are calculated using the following equation:&lt;br /&gt;
&lt;br /&gt;
 39 * ENCUMBRANCE_MODIFIER + SPEED * 20 / 100&lt;br /&gt;
&lt;br /&gt;
The ENCUMBRANCE_MODIFIER depends on the weight carried:&lt;br /&gt;
&lt;br /&gt;
* 1.0 = 20% or less of maximum weight&lt;br /&gt;
* 0.7 = 20-50% of maximum weight&lt;br /&gt;
* 0.4 = 50% or more of maximum weight&lt;br /&gt;
&lt;br /&gt;
The official documentation is [http://ufoai.org/wiki/Concepts/Strength,_Weight_and_Equipment here].&lt;br /&gt;
&lt;br /&gt;
==Strength Training==&lt;br /&gt;
Soldiers earn experience in the strength stat by carrying equipment into missions. The more equipment carried, the more experience the soldier will gain, up to a maximum of 125 points per mission. The formula for experience points is:&lt;br /&gt;
&lt;br /&gt;
 50 * (weight / strength) / ENCUMBRANCE_MODIFIER&lt;br /&gt;
&lt;br /&gt;
The official documentation is [http://ufoai.org/wiki/Skills/Improvement/v2.5 here].&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48631</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48631"/>
		<updated>2013-09-05T14:49:59Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
Sidearms are often useful for soldiers who wield sniper rifles, machine guns or other high-cost TU weapons, so that they can be useful if the squad must enter buildings. However, their weight means you must often calculate whether it would be more useful to take grenades, a medikit or extra ammo instead of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
Armour is often the heaviest component of a soldier&#039;s equipment. Typically, you&#039;ll want to equip your soldiers with the best armour you can at all times. But you may also want to consider whether your play style would make good use of fast, unarmoured [[Scouts_(UFOAI)|Scouts]]. Scout-snipers in particular can be very effective, allowing your sniper to get off two shots in one turn.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re struggling to get all the equipment you need on your soldiers with the best armour, you might consider which soldiers will benefit most from armour. If you always keep your snipers and rocket launchers safe in the rear, maybe they don&#039;t need armour as much as everyone else. Late in the game, when you access the very heavy Power Armour, you might want to consider equipping a couple of your strongest soldiers with the armour and exposing them to soak up enemy fire that might otherwise go to more lightly armoured soldiers.&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
The map matters, so you may need to swap soldiers out for different squad compositions. Large open maps will make good use of lots of snipers, so you might want to swap out your close-quarters soldiers for an extra sniper or two. Alternatively, you might want to leave your soldiers at home on small indoor maps.&lt;br /&gt;
&lt;br /&gt;
==Recommended Loadouts==&lt;br /&gt;
The following are some recommended soldier configurations.&lt;br /&gt;
&lt;br /&gt;
* Assault&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1 reload; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Heavy Assault&lt;br /&gt;
** Primary: Machine Gun, Heavy Laser, Needler, Heavy Needler, Particle Beam Rifle/Cannon&lt;br /&gt;
** Equipment: 2-3 reloads; frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Explosives&lt;br /&gt;
** Primary: Grenade Launcher, Rocket Launcher&lt;br /&gt;
** Equipment: Ammo; smoke grenades&lt;br /&gt;
** Armour: Medium&lt;br /&gt;
* Close-Quarter&lt;br /&gt;
** Primary: SMG, Shotgun, Plasma Blaster&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: Medium/Heavy&lt;br /&gt;
* Sniper&lt;br /&gt;
** Primary: Sniper Rifle, Bolter, Coilgun&lt;br /&gt;
** Equipment: 1-2 reloads; a few grenades&lt;br /&gt;
** Armour: If weight allows it&lt;br /&gt;
* Scout*&lt;br /&gt;
** Primary: Assault Rifle, Plasma Rifle, Laser Rifle&lt;br /&gt;
** Equipment: 1-2 reloads; lots of frag, plasma, smoke, flashbang grenades&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout  must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]]. They will use their extra TUs to scout dangers and retreat to safety.&lt;br /&gt;
* Scout Sniper*&lt;br /&gt;
** Primary: Sniper Rifle&lt;br /&gt;
** Equipment: 1-2 reloads&lt;br /&gt;
** Armour: None&lt;br /&gt;
**&#039;&#039;Note&#039;&#039;: The Scout Sniper must be light enough to reach the quick [[Strength_and_Weight_Management_(UFOAI)|weight threshold]] and be able fire twice in a turn. With a vet this may be possible with light armour or a more costly sniper weapon.&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;br /&gt;
&lt;br /&gt;
===Firebird===&lt;br /&gt;
The following squad is great for the early-to-mid game, when aliens are still lightly armoured and your tech is not very advanced.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 1 Scout&lt;br /&gt;
* 1 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;br /&gt;
&lt;br /&gt;
===Herakles===&lt;br /&gt;
The following squad is useful late in the game, when you can take more soldiers and must pack a lot of damage into your encounters.&lt;br /&gt;
* 2 Assault&lt;br /&gt;
* 2 Heavy Assault&lt;br /&gt;
* 2 Explosives&lt;br /&gt;
* 2 Scout&lt;br /&gt;
* 2 Close-Quarter&lt;br /&gt;
* 1 Scout Sniper&lt;br /&gt;
* 1 Sniper&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48630</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48630"/>
		<updated>2013-09-05T14:21:05Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Sidearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
Sidearms are often useful for soldiers who wield sniper rifles, machine guns or other high-cost TU weapons, so that they can be useful if the squad must enter buildings. However, their weight means you must often calculate whether it would be more useful to take grenades, a medikit or extra ammo instead of a sidearm.&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48629</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48629"/>
		<updated>2013-09-05T11:05:26Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
Indirect fire from grenades or grenade launchers will allow you to hit targets that are behind cover without exposing your own soldiers. You always take along at least one soldier equipped with a grenade launcher, and other soldiers should carry as many hand-held grenades as their strength will allow.&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
There are three strategies to bringing medikits. Some players prefer to have a dedicated medic, usually a [[Scout_(UFOAI)|Scout]] who can reach anyone wounded and apply medical aid. This frees up some space in other soldiers&#039; loads for more grenades or other weaponry. Other players prefer to give all or most of their soldiers a medikit so they can split their soldiers up more. A third strategy is to give medikits to soldiers who will play a role more infrequently. This could mean giving medikits to close-quarters soldiers, since they are typically only needed towards the end of the mission, or giving them to soldiers with grenade launchers, since they never have to play defensive roles during the enemy turn.&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48628</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48628"/>
		<updated>2013-09-05T10:54:25Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Short and Long Range Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
Most maps will require players to engage aliens at short, medium and long ranges. Each range represents its own set of problems and you&#039;ll want to equip your squad to be effective at all of these ranges.&lt;br /&gt;
&lt;br /&gt;
===Short Range===&lt;br /&gt;
Close encounters typically occur inside buildings, around corners and in other places where obstacles prevent visibility. In such situations, enemy fire is almost certain to hit your soldiers. For this reason, you&#039;ll want to employ [[#Indirect_Fire|Indirect Fire]] to kill the target without exposing yourself or use low-TU firemodes to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. Grenades can be thrown or fired around corners. Good defensive firearms include shotguns, the plasma blaster, and any of the assault rifles (plasma, laser) when used in snap shot mode. Many of the assault rifles, however, can not ensure a one-shot kill on a target, so it is good to use them in packs of more than one soldier.&lt;br /&gt;
&lt;br /&gt;
===Medium Range===&lt;br /&gt;
At this range, enemy fire has a reasonable chance of hitting your soldiers. When in cover, a wide variety of weapons can be effective, from high-TU assault weapons (machine guns, full-auto assault rifles, grenade launchers, rocket launchers and sniper rifles). But safety can not be assured at this range, so smoke grenades will be important to set up concealed firing positions.&lt;br /&gt;
&lt;br /&gt;
===Long Range===&lt;br /&gt;
Encounters at distance are often the safest. Snipers are the most effective at this distance, although grenade launchers and rockets can often reach out over very long distances. Full-auto assault weapons, such as machine guns and needlers, can be effective at distance but quickly burn through ammo. Smoke grenades should be deployed to provide safe firing positions and conceal your soldiers during the enemy&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48627</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48627"/>
		<updated>2013-09-05T10:39:36Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Understanding TU Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to ineffective at range or deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t neglect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48609</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48609"/>
		<updated>2013-09-04T13:38:45Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Added section on TU costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
The TU cost of a weapon&#039;s firemode is one of the primary factors which governs how a weapon will be used. A firemode with a high TU cost, such as an aimed shot from a sniper rifle, will almost certainly draw [[Reaction_Fire_(UFOAI)|Reaction Fire]] from any enemies who can view the unit. Conversely, a firemode with a low TU cost, such as a snap shot from a pistol, is very likely to not draw reaction fire and can even beat an enemy unit to the draw during the enemy&#039;s turn. For this reason, evaluating the different TU costs associated with your weaponry is important when building a squad.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to make sure that you have at least some units equipped with low TU firemodes, so that they can be positioned defensively during the enemy&#039;s turn. These units will act to protect your other units from enemy fire during the enemy&#039;s turn, and must have firemodes that are cheap enough to win [[Reaction_Fire_(UFOAI)|Reaction Fire]] contests. These units will be most effective when you&#039;re forced to enter buildings or in other [[Close_Quarter_Battle_(UFOAI)|close quarters battles]] in which you are likely to encounter enemies at such a close range that any enemy fire is certain to hit its target.&lt;br /&gt;
&lt;br /&gt;
In general, however, weapons with low TU firemodes (pistols, shotguns, plasma blaster, assault rifles) tend to deal less damage. You&#039;ll want to make sure your squad also has strong offensive capabilities, so don&#039;t negelect weaponry with high TU costs, such as grenade launchers, machine guns, sniper rifles, needlers, flamers and rocket launchers. Each of these weapons deals very high damage, but will need other soldiers with shorter TU firemodes to help protect them from enemy fire.&lt;br /&gt;
&lt;br /&gt;
Assault weapons, which have low TU-cost snap shot firemodes as well as high TU-cost modes, make good general-purpose weapons. They can perform defensive roles when grouped together but still deal decent amounts of damage in offensive encounters.&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;br /&gt;
&lt;br /&gt;
==Recommended Squads==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48598</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48598"/>
		<updated>2013-09-04T12:09:46Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are able to respond properly to a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48597</id>
		<title>Squad Composition and Tactics (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics_(UFOAI)&amp;diff=48597"/>
		<updated>2013-09-04T12:09:04Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Initial squad composition page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Planning Combat Roles==&lt;br /&gt;
Soldiers do not have pre-defined classes, so any recruit can become proficient in any weapon skill. But the varied strengths and weaknesses of different weapons make them ideal for some tactical roles and terrible at others. For instance, the grenade launcher is an excellent offensive weapon for its ability to use [[Indirect_Fire_(UFOAI)|Indirect Fire]] to hit otherwise unreachable targets. However, it is unable to perform [[Reaction_Fire_(UFOAI)|Reaction Fire]], meaning that it is unable to perform any defensive role during the enemy turn. When considering squad composition you should ensure you are to respond properly in a wide range of tactical situations. The following guide will provide general advice on how to prepare your squad.&lt;br /&gt;
&lt;br /&gt;
==Understanding TU Costs==&lt;br /&gt;
&lt;br /&gt;
==Short and Long Range Fire==&lt;br /&gt;
&lt;br /&gt;
==Indirect Fire==&lt;br /&gt;
&lt;br /&gt;
==Medikits==&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
&lt;br /&gt;
==Sidearms==&lt;br /&gt;
&lt;br /&gt;
==Armour and Weight==&lt;br /&gt;
&lt;br /&gt;
==Considering the Map==&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48596</id>
		<title>Info (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48596"/>
		<updated>2013-09-04T11:58:33Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[http://ufoai.org UFO: Alien Invasion] is a free, open-source game in the tradition of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;. Players must defend earth against an alien invasion by building bases around the world, shooting down alien UFOs and sending in infantry squads to engage the enemies in turn-based tactical combat.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In line with the traditional gameplay of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;, UFO:AI is split primarily between a global view of the earth and short tactical ground missions. In the global view, players will construct and develop bases around the world to track and engage UFOs. Players will have to recruit and equip soldiers, hire scientists to research new technologies, and employ engineers to build new weaponry, aircraft and equipment. Funding comes from nations and the sale of loot acquired from successful ground missions.&lt;br /&gt;
&lt;br /&gt;
In the ground missions, players will take control of their soldiers (8-12) to kill or capture aliens that have landed or been shot down on earth&#039;s surface. Technology acquired during these missions will open up new research paths, while research and development will provide new weapons and equipment for soldiers to wield on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Project History==&lt;br /&gt;
The game was initially developed by a small team, which released their final version (&amp;quot;the Christmas release&amp;quot;) of the game at the end of 2003. In 2006, one of the project members, Martin Gerhardy, received permission to release the game under an open-source license. The source code and art assets were made available on their Sourceforge page and development resumed under its current form.&lt;br /&gt;
&lt;br /&gt;
* Jan 12, 2008: [http://ufoai.org/wiki/News/2008#Version_2.2_is_released Version 2.2 released]&lt;br /&gt;
** Air interceptions&lt;br /&gt;
** Random map assemblies&lt;br /&gt;
* Jun 17, 2010: [http://ufoai.org/wiki/News/2010#UFO:_Alien_Invasion_2.3_released Version 2.3 released]&lt;br /&gt;
** Campaign system&lt;br /&gt;
** Rendering engine improvements (normalmaps, bumpmaps, glowmaps, etc)&lt;br /&gt;
** UFO crash site missions&lt;br /&gt;
* Apr 25, 2012: [http://ufoai.org/wiki/News/2012#Version_2.4_is_here.21 Version 2.4 released]&lt;br /&gt;
** Smoke and incendiary weapons&lt;br /&gt;
&lt;br /&gt;
==Where to Download==&lt;br /&gt;
UFO: Alien Invasion can be downloaded for free from the [http://ufoai.org project&#039;s website].&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48595</id>
		<title>Info (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48595"/>
		<updated>2013-09-04T11:52:18Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* Project History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[http://ufoai.org UFO: Alien Invasion] is a free, open-source game in the tradition of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;. Players must defend earth against an alien invasion by building bases around the world, shooting down alien UFOs and sending in infantry squads to engage the enemies in turn-based tactical combat.&lt;br /&gt;
&lt;br /&gt;
==Project History==&lt;br /&gt;
The game was initially developed by a small team, which released their final version (&amp;quot;the Christmas release&amp;quot;) of the game at the end of 2003. In 2006, one of the project members, Martin Gerhardy, received permission to release the game under an open-source license. The source code and art assets were made available on their Sourceforge page and development resumed under its current form.&lt;br /&gt;
&lt;br /&gt;
* Jan 12, 2008: [http://ufoai.org/wiki/News/2008#Version_2.2_is_released Version 2.2 released]&lt;br /&gt;
** Air interceptions&lt;br /&gt;
** Random map assemblies&lt;br /&gt;
* Jun 17, 2010: [http://ufoai.org/wiki/News/2010#UFO:_Alien_Invasion_2.3_released Version 2.3 released]&lt;br /&gt;
** Campaign system&lt;br /&gt;
** Rendering engine improvements (normalmaps, bumpmaps, glowmaps, etc)&lt;br /&gt;
** UFO crash site missions&lt;br /&gt;
* Apr 25, 2012: [http://ufoai.org/wiki/News/2012#Version_2.4_is_here.21 Version 2.4 released]&lt;br /&gt;
** Smoke and incendiary weapons&lt;br /&gt;
&lt;br /&gt;
==Where to Download==&lt;br /&gt;
UFO: Alien Invasion can be downloaded for free from the [http://ufoai.org project&#039;s website].&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48493</id>
		<title>Info (UFOAI)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFOAI)&amp;diff=48493"/>
		<updated>2013-08-31T14:33:30Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Early start on project overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[http://ufoai.org UFO: Alien Invasion] is a free, open-source game in the tradition of the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039;. Players must defend earth against an alien invasion by building bases around the world, shooting down alien UFOs and sending in infantry squads to engage the enemies in turn-based tactical combat.&lt;br /&gt;
&lt;br /&gt;
==Project History==&lt;br /&gt;
&lt;br /&gt;
==Where to Download==&lt;br /&gt;
UFO: Alien Invasion can be downloaded for free from the [http://ufoai.org project&#039;s website].&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=48484</id>
		<title>UFO:AI</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=48484"/>
		<updated>2013-08-31T10:31:20Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Added version note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;UFO: Alien Invasion&#039;&#039; is a free, open-source game heavily inspired by the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039; or &#039;&#039;X-COM: UFO Defense&#039;&#039; in North America. It can be downloaded at the [http://ufoai.org official website].&lt;br /&gt;
&lt;br /&gt;
It remains under active development. All information provided in this guide is designed to be compatible with the upcoming version 2.5 stable release. &#039;&#039;Data may be false or misleading if applied to other versions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Geoscape (UFOAI).jpg|400px|right]]&lt;br /&gt;
[[image:Alien Base (UFOAI).jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
{{:Template:UFOAI_Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48466</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48466"/>
		<updated>2013-08-29T14:41:42Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* UFO: Alien Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
&lt;br /&gt;
I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pretty Colours ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
&lt;br /&gt;
We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{StyleTest01}}So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
&lt;br /&gt;
Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
&lt;br /&gt;
That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
&lt;br /&gt;
::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
&lt;br /&gt;
::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
&lt;br /&gt;
::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
&lt;br /&gt;
::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
&lt;br /&gt;
::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
&lt;br /&gt;
::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
&lt;br /&gt;
::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
&lt;br /&gt;
::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
&lt;br /&gt;
::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
&lt;br /&gt;
::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
&lt;br /&gt;
::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
&lt;br /&gt;
::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=48465</id>
		<title>UFO:AI</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO:AI&amp;diff=48465"/>
		<updated>2013-08-29T14:38:15Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Initial front page for UFOAI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;UFO: Alien Invasion&#039;&#039; is a free, open-source game heavily inspired by the original &#039;&#039;[[XCOM|UFO: Enemy Unknown]]&#039;&#039; or &#039;&#039;X-COM: UFO Defense&#039;&#039; in North America. It can be downloaded at the [http://ufoai.org official website].&lt;br /&gt;
&lt;br /&gt;
[[image:Geoscape (UFOAI).jpg|400px|right]]&lt;br /&gt;
[[image:Alien Base (UFOAI).jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
{{:Template:UFOAI_Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOAI]]&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Alien_Base_(UFOAI).jpg&amp;diff=48464</id>
		<title>File:Alien Base (UFOAI).jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Alien_Base_(UFOAI).jpg&amp;diff=48464"/>
		<updated>2013-08-29T14:37:28Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: PHALANX soldiers on an alien base mission.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PHALANX soldiers on an alien base mission.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Geoscape_(UFOAI).jpg&amp;diff=48463</id>
		<title>File:Geoscape (UFOAI).jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Geoscape_(UFOAI).jpg&amp;diff=48463"/>
		<updated>2013-08-29T14:36:40Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: The geoscape view with nation highlights turned on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The geoscape view with nation highlights turned on.&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:UFOAI_Table&amp;diff=48462</id>
		<title>Template:UFOAI Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:UFOAI_Table&amp;diff=48462"/>
		<updated>2013-08-29T14:11:59Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: Initial table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;UFO:AI Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot;| &#039;&#039;&#039;UFO: Alien Invasion&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (UFOAI)|General Information]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Versions (UFOAI)|Versions]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Campaign&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Geoscape (UFOAI)|Geoscape]]&lt;br /&gt;
:[[UFO Detection and Interception (UFOAI)|UFO Detection and Interception]]&lt;br /&gt;
:[[Nations (UFOAI)|Nations]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;PHALANX&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[PHALANX Bases (UFOAI)|Bases]]&lt;br /&gt;
: [[Base Construction (UFOAI)|Base Construction]]&lt;br /&gt;
: [[Production and UFO Disassembly (UFOAI)|Production and UFO Disassembly]]&lt;br /&gt;
: [[Research (UFOAI)|Research]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Installations (UFOAI)|Installations]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Craft (UFOAI)|Craft]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldiers (UFOAI)|Soldiers]]&lt;br /&gt;
: [[Soldier Development (UFOAI)|Soldier Development]]&lt;br /&gt;
: [[Soldier Equipment (UFOAI)|Soldier Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (UFOAI)|Alien Life Forms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFOs (UFOAI)|UFOs]]&lt;br /&gt;
: [[UFO Components (UFOAI)|UFO Components]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Bases (UFOAI)|Alien Bases]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Ground Combat&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ground Combat (UFOAI)|Ground Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Missions (UFOAI)|Missions]]&lt;br /&gt;
: [[Map Selection (UFOAI)|Map Selection]]&lt;br /&gt;
: [[Mission Types (UFOAI)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[:Category: Tactics (UFOAI)|Tactics]]&lt;br /&gt;
: [[Squad Composition and Tactics (UFOAI)|Squad Composition]]&lt;br /&gt;
: [[Strength and Weight Management (UFOAI)|Strength and Weight Management]]&lt;br /&gt;
: [[Initial Deployment (UFOAI)|Initial Deployment]]&lt;br /&gt;
: [[Cover and Concealment (UFOAI)|Cover and Concealment]]&lt;br /&gt;
: [[Scouts (UFOAI)|Scouts]]&lt;br /&gt;
: [[Reaction Fire (UFOAI)|Reaction Fire]]&lt;br /&gt;
: [[Indirect Fire (UFOAI)|Indirect Fire]]&lt;br /&gt;
: [[Close Quarter Battle (UFOAI)|Close Quarter Battle]]&lt;br /&gt;
: [[Auxiliary Equipment (UFOAI)|Auxiliary Equipment]]&lt;br /&gt;
:: [[Smoke Grenade (UFOAI)|Smoke Grenade]]&lt;br /&gt;
:: [[Flashbang (UFOAI)|Flashbang]]&lt;br /&gt;
:: [[Incendiary Grenade (UFOAI)|Incendiary Grenade]]&lt;br /&gt;
:: [[Medikit (UFOAI)|Medikit]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Campaign Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Base Management (UFOAI)|Base Management]]&lt;br /&gt;
:[[Base Locations (UFOAI)|Base Locations]]&lt;br /&gt;
:[[Base Layout (UFOAI)|Base Layout]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Economics (UFOAI)|Economics]]&lt;br /&gt;
: [[Buying/Selling/Transferring (UFOAI)|Buying/Selling/Transferring]]&lt;br /&gt;
: [[Employee Expenses (UFOAI)|Employee Expenses]]&lt;br /&gt;
: [[UFO Recovery (UFOAI)|UFO Recovery]]&lt;br /&gt;
: [[Disassembly Profit (UFOAI)|Disassembly Profit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Common Mistakes (UFOAI)|Common Mistakes]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48413</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48413"/>
		<updated>2013-08-28T15:08:45Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* UFO: Alien Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
&lt;br /&gt;
I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pretty Colours ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
&lt;br /&gt;
We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{StyleTest01}}So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
&lt;br /&gt;
Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
&lt;br /&gt;
That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
&lt;br /&gt;
::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
&lt;br /&gt;
::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
&lt;br /&gt;
::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
&lt;br /&gt;
::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
&lt;br /&gt;
::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
&lt;br /&gt;
::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
&lt;br /&gt;
::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
&lt;br /&gt;
::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
&lt;br /&gt;
::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
&lt;br /&gt;
::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
&lt;br /&gt;
::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
&lt;br /&gt;
::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48332</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48332"/>
		<updated>2013-08-26T14:44:51Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: /* UFO: Alien Invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
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Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
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I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
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:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
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::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
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You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
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: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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{{StyleTest01}}So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
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Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
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::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
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::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
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::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
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::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
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::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
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::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
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::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
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::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
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::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
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::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
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::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
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::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
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::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
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Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
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But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
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:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
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:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
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:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
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==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
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==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48328</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=48328"/>
		<updated>2013-08-26T13:55:24Z</updated>

		<summary type="html">&lt;p&gt;H-Hour: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
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Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
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__TOC__&lt;br /&gt;
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==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
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:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
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I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
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:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
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::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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{{StyleTest01}}So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
&lt;br /&gt;
Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
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::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
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::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
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::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
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::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
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::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
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::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
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::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
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::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
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::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
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::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
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::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
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::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
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::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
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:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
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::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
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Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
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But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
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:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
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:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
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:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
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==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
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==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>H-Hour</name></author>
	</entry>
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