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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hatfarm</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:20:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ENGLISH2.DAT_(TFTD)&amp;diff=31955</id>
		<title>ENGLISH2.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ENGLISH2.DAT_(TFTD)&amp;diff=31955"/>
		<updated>2010-10-28T18:32:00Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These files contain the strings used by the [[TACTICAL.EXE|tactical game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A, though in these files, that symbol is only used by index 26.&lt;br /&gt;
&lt;br /&gt;
There are 198 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English2.Dat (2828 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; ||UNIT&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt; ||TIME UNITS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt; ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt; ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt; ||REACTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt; ||FIRING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt; ||THROWING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt; ||MORALE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt; ||ARMOUR&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt; ||FRONT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt; ||LEFT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt; ||RIGHT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt; ||REAR ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13&amp;lt;/b&amp;gt; ||SKILLS&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14&amp;lt;/b&amp;gt; ||LEVEL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15&amp;lt;/b&amp;gt; ||HEAD&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16&amp;lt;/b&amp;gt; ||TORSO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17&amp;lt;/b&amp;gt; ||RIGHT ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18&amp;lt;/b&amp;gt; ||LEFT ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;19&amp;lt;/b&amp;gt; ||RIGHT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;20&amp;lt;/b&amp;gt; ||LEFT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;21&amp;lt;/b&amp;gt; ||PAIN KILLER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;22&amp;lt;/b&amp;gt; ||STIMULANT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;23&amp;lt;/b&amp;gt; ||HEAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;24&amp;lt;/b&amp;gt; ||TUs&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;25&amp;lt;/b&amp;gt; ||Alien Artefact&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;26&amp;lt;/b&amp;gt; ||AMMO:&lt;br /&gt;
ROUNDS&lt;br /&gt;
LEFT=&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;27&amp;lt;/b&amp;gt; ||GROUND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;28&amp;lt;/b&amp;gt; ||Throw&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;29&amp;lt;/b&amp;gt; ||Auto Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;30&amp;lt;/b&amp;gt; ||Snap Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;31&amp;lt;/b&amp;gt; ||Aimed Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;32&amp;lt;/b&amp;gt; ||Open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;33&amp;lt;/b&amp;gt; ||Close&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; ||Stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;35&amp;lt;/b&amp;gt; ||Prime Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;36&amp;lt;/b&amp;gt; ||Use Dist. Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;37&amp;lt;/b&amp;gt; ||Use Medi-kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;38&amp;lt;/b&amp;gt; ||Launch Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;39&amp;lt;/b&amp;gt; ||Acc&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;40&amp;lt;/b&amp;gt; ||TUs&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;41&amp;lt;/b&amp;gt; ||Not Enough Time Units!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;42&amp;lt;/b&amp;gt; ||Not Enough Energy!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;43&amp;lt;/b&amp;gt; ||No Rounds left!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;44&amp;lt;/b&amp;gt; ||No Ammunition Loaded!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;45&amp;lt;/b&amp;gt; ||Wrong Ammunition for this Weapon!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;46&amp;lt;/b&amp;gt; ||Weapon is already loaded!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;47&amp;lt;/b&amp;gt; ||No Line of Fire!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;48&amp;lt;/b&amp;gt; ||Grenade is Activated!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;49&amp;lt;/b&amp;gt; ||There is no one there!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;50&amp;lt;/b&amp;gt; ||Unable to use Alien Artefact until researched!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;51&amp;lt;/b&amp;gt; ||Out of Range!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;52&amp;lt;/b&amp;gt; ||Unable to throw here!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;53&amp;lt;/b&amp;gt; ||Number of Rounds?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;54&amp;lt;/b&amp;gt; ||Set Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;55&amp;lt;/b&amp;gt; ||HIDDEN MOVEMENT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;56&amp;lt;/b&amp;gt; ||TURN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;57&amp;lt;/b&amp;gt; ||SIDE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;58&amp;lt;/b&amp;gt; ||X-COM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;59&amp;lt;/b&amp;gt; ||Press button to continue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;60&amp;lt;/b&amp;gt; ||Molecular Control&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;61&amp;lt;/b&amp;gt; ||Jam Implant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;62&amp;lt;/b&amp;gt; ||Implant Control Successful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;63&amp;lt;/b&amp;gt; ||has gone Beserk&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;64&amp;lt;/b&amp;gt; ||Has Panicked&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;65&amp;lt;/b&amp;gt; ||X-Com&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;66&amp;lt;/b&amp;gt; ||Aliens&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;67&amp;lt;/b&amp;gt; ||RIGHT HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;68&amp;lt;/b&amp;gt; ||LEFT HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;69&amp;lt;/b&amp;gt; ||RIGHT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;70&amp;lt;/b&amp;gt; ||LEFT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;71&amp;lt;/b&amp;gt; ||RIGHT SHOULDER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;72&amp;lt;/b&amp;gt; ||LEFT SHOULDER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;73&amp;lt;/b&amp;gt; ||BACK PACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;74&amp;lt;/b&amp;gt; ||BELT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;75&amp;lt;/b&amp;gt; ||is under Molecular Control&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;76&amp;lt;/b&amp;gt; ||TOO MANY BUTTONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;77&amp;lt;/b&amp;gt; ||OK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;78&amp;lt;/b&amp;gt; ||GAME OPTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;79&amp;lt;/b&amp;gt; ||SCROLL SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;80&amp;lt;/b&amp;gt; ||SCROLL TYPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;81&amp;lt;/b&amp;gt; ||TRIGGER SCROLL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;82&amp;lt;/b&amp;gt; ||AUTO-SCROLL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;83&amp;lt;/b&amp;gt; ||FIRE SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;84&amp;lt;/b&amp;gt; ||X-COM MOVEMENT SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;85&amp;lt;/b&amp;gt; ||ALIEN MOVEMENT SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;86&amp;lt;/b&amp;gt; ||SAVE GAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;87&amp;lt;/b&amp;gt; ||Select save position&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;88&amp;lt;/b&amp;gt; ||CANCEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;89&amp;lt;/b&amp;gt; ||Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;90&amp;lt;/b&amp;gt; ||Time&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;91&amp;lt;/b&amp;gt; ||Date&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;92&amp;lt;/b&amp;gt; ||st&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;93&amp;lt;/b&amp;gt; ||nd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;94&amp;lt;/b&amp;gt; ||rd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;95&amp;lt;/b&amp;gt; ||th&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;96&amp;lt;/b&amp;gt; ||Jan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;97&amp;lt;/b&amp;gt; ||Feb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;98&amp;lt;/b&amp;gt; ||Mar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;99&amp;lt;/b&amp;gt; ||Apr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100&amp;lt;/b&amp;gt; ||May&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101&amp;lt;/b&amp;gt; ||Jun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102&amp;lt;/b&amp;gt; ||Jul&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103&amp;lt;/b&amp;gt; ||Aug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104&amp;lt;/b&amp;gt; ||Sep&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105&amp;lt;/b&amp;gt; ||Oct&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106&amp;lt;/b&amp;gt; ||Nov&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107&amp;lt;/b&amp;gt; ||Dec&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108&amp;lt;/b&amp;gt; || has become unconscious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109&amp;lt;/b&amp;gt; || has died from a fatal wound&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110&amp;lt;/b&amp;gt; ||Use M.C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111&amp;lt;/b&amp;gt; ||FATAL WOUNDS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112&amp;lt;/b&amp;gt; ||BRAVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113&amp;lt;/b&amp;gt; ||STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114&amp;lt;/b&amp;gt; ||M.C. STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115&amp;lt;/b&amp;gt; ||M.C. SKILL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116&amp;lt;/b&amp;gt; ||UNDER ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117&amp;lt;/b&amp;gt; ||Time Units reserved for Snap Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118&amp;lt;/b&amp;gt; ||Time Units reserved for Auto Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119&amp;lt;/b&amp;gt; ||Time Units reserved for Aimed Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt; || Units in X-Com Craft&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121&amp;lt;/b&amp;gt; || Units left outside&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122&amp;lt;/b&amp;gt; ||Abort Mission ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123&amp;lt;/b&amp;gt; ||Dart Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124&amp;lt;/b&amp;gt; ||Dart Pod&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125&amp;lt;/b&amp;gt; ||Jet-Harpoon Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126&amp;lt;/b&amp;gt; ||Jet Harpoon Pod&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127&amp;lt;/b&amp;gt; ||Gas Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128&amp;lt;/b&amp;gt; ||GC-AP Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129&amp;lt;/b&amp;gt; ||GC-HE Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130&amp;lt;/b&amp;gt; ||GC-Phosphour Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131&amp;lt;/b&amp;gt; ||Hydro-Jet Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132&amp;lt;/b&amp;gt; ||HJ-AP Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133&amp;lt;/b&amp;gt; ||HJ-HE Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134&amp;lt;/b&amp;gt; ||HJ-Phosphour Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135&amp;lt;/b&amp;gt; ||Aqua-Jet Torpedo Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136&amp;lt;/b&amp;gt; ||Small Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137&amp;lt;/b&amp;gt; ||Large Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138&amp;lt;/b&amp;gt; ||Phosphor Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139&amp;lt;/b&amp;gt; ||Gauss Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140&amp;lt;/b&amp;gt; ||Gauss Rifle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141&amp;lt;/b&amp;gt; ||Heavy Gauss Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142&amp;lt;/b&amp;gt; ||Magna Blast Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143&amp;lt;/b&amp;gt; ||Dye Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144&amp;lt;/b&amp;gt; ||Particle Disturbance Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145&amp;lt;/b&amp;gt; ||Magna-Pack Explosive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146&amp;lt;/b&amp;gt; ||Particle Disturbance Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147&amp;lt;/b&amp;gt; ||Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148&amp;lt;/b&amp;gt; ||M.C. Disrupter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149&amp;lt;/b&amp;gt; ||Thermal Tazer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150&amp;lt;/b&amp;gt; ||Sonic Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151&amp;lt;/b&amp;gt; ||Cannon Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152&amp;lt;/b&amp;gt; ||Sonic-Blasta Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153&amp;lt;/b&amp;gt; ||Blasta Gun Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154&amp;lt;/b&amp;gt; ||Sonic Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155&amp;lt;/b&amp;gt; ||Pistol Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156&amp;lt;/b&amp;gt; ||Disrupter Pulse Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157&amp;lt;/b&amp;gt; ||Disrupter Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158&amp;lt;/b&amp;gt; ||Thermal Shock Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159&amp;lt;/b&amp;gt; ||Thermal Shock Bomb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160&amp;lt;/b&amp;gt; ||Sonic Pulser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161&amp;lt;/b&amp;gt; ||Zrbite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162&amp;lt;/b&amp;gt; ||M. C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163&amp;lt;/b&amp;gt; ||Aquatoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164&amp;lt;/b&amp;gt; ||Gill Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165&amp;lt;/b&amp;gt; ||Lobster Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166&amp;lt;/b&amp;gt; ||Tasoth Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167&amp;lt;/b&amp;gt; ||Calcinite Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168&amp;lt;/b&amp;gt; ||Deep One Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169&amp;lt;/b&amp;gt; ||Bio-Drone Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170&amp;lt;/b&amp;gt; ||Tentaculat Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171&amp;lt;/b&amp;gt; ||Triscene Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172&amp;lt;/b&amp;gt; ||Hallucinoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173&amp;lt;/b&amp;gt; ||Xarquid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174&amp;lt;/b&amp;gt; ||Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175&amp;lt;/b&amp;gt; ||Unload&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176&amp;lt;/b&amp;gt; ||Chemical flare&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177&amp;lt;/b&amp;gt; ||Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178&amp;lt;/b&amp;gt; ||Able Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179&amp;lt;/b&amp;gt; ||Ensign&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180&amp;lt;/b&amp;gt; ||Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181&amp;lt;/b&amp;gt; ||Commander&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182&amp;lt;/b&amp;gt; ||Captain&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183&amp;lt;/b&amp;gt; || Units in Entrance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184&amp;lt;/b&amp;gt; || Units in Target Exit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185&amp;lt;/b&amp;gt; ||Under Water Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186&amp;lt;/b&amp;gt; ||Time Units reserved for Kneeling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187&amp;lt;/b&amp;gt; ||TU&#039;s reserved for Kneeling and Firing&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188&amp;lt;/b&amp;gt; ||Vibro Blade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189&amp;lt;/b&amp;gt; ||Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190&amp;lt;/b&amp;gt; ||Heavy Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191&amp;lt;/b&amp;gt; ||Gauss Pistol Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192&amp;lt;/b&amp;gt; ||Gauss Gun Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193&amp;lt;/b&amp;gt; ||Heavy Gauss Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194&amp;lt;/b&amp;gt; ||All Aliens killed in  Subcrash, &lt;br /&gt;
Auto recovery initiated&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195&amp;lt;/b&amp;gt; ||CONTROL CENTER DESTROYED&lt;br /&gt;
Make your way to the entrance and abort.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196&amp;lt;/b&amp;gt; ||Sensor only works underwater&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197&amp;lt;/b&amp;gt; ||ATTACK&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ENGLISH2.DAT]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ENGLISH2.DAT_(TFTD)&amp;diff=31946</id>
		<title>ENGLISH2.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ENGLISH2.DAT_(TFTD)&amp;diff=31946"/>
		<updated>2010-10-28T04:36:11Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: Created page with &amp;quot;These files contain the strings used by the tactical game engine. Each string is terminated by a null character (x00). Line breaks are defined by x0A, though in ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These files contain the strings used by the [[TACTICAL.EXE|tactical game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A, though in these files, that symbol is only used by index 26.&lt;br /&gt;
&lt;br /&gt;
There are 197 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English2.Dat (2828 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; ||UNIT&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt; ||TIME UNITS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt; ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt; ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt; ||REACTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt; ||FIRING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt; ||THROWING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt; ||MORALE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt; ||ARMOUR&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt; ||FRONT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt; ||LEFT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt; ||RIGHT ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt; ||REAR ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13&amp;lt;/b&amp;gt; ||SKILLS&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14&amp;lt;/b&amp;gt; ||LEVEL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15&amp;lt;/b&amp;gt; ||HEAD&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16&amp;lt;/b&amp;gt; ||TORSO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17&amp;lt;/b&amp;gt; ||RIGHT ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18&amp;lt;/b&amp;gt; ||LEFT ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;19&amp;lt;/b&amp;gt; ||RIGHT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;20&amp;lt;/b&amp;gt; ||LEFT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;21&amp;lt;/b&amp;gt; ||PAIN KILLER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;22&amp;lt;/b&amp;gt; ||STIMULANT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;23&amp;lt;/b&amp;gt; ||HEAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;24&amp;lt;/b&amp;gt; ||TUs&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;25&amp;lt;/b&amp;gt; ||Alien Artefact&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;26&amp;lt;/b&amp;gt; ||AMMO:&lt;br /&gt;
ROUNDS&lt;br /&gt;
LEFT=&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;27&amp;lt;/b&amp;gt; ||GROUND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;28&amp;lt;/b&amp;gt; ||Throw&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;29&amp;lt;/b&amp;gt; ||Auto Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;30&amp;lt;/b&amp;gt; ||Snap Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;31&amp;lt;/b&amp;gt; ||Aimed Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;32&amp;lt;/b&amp;gt; ||Open&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;33&amp;lt;/b&amp;gt; ||Close&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; ||Stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;35&amp;lt;/b&amp;gt; ||Prime Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;36&amp;lt;/b&amp;gt; ||Use Dist. Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;37&amp;lt;/b&amp;gt; ||Use Medi-kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;38&amp;lt;/b&amp;gt; ||Launch Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;39&amp;lt;/b&amp;gt; ||Acc&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;40&amp;lt;/b&amp;gt; ||TUs&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;41&amp;lt;/b&amp;gt; ||Not Enough Time Units!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;42&amp;lt;/b&amp;gt; ||Not Enough Energy!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;43&amp;lt;/b&amp;gt; ||No Rounds left!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;44&amp;lt;/b&amp;gt; ||No Ammunition Loaded!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;45&amp;lt;/b&amp;gt; ||Wrong Ammunition for this Weapon!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;46&amp;lt;/b&amp;gt; ||Weapon is already loaded!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;47&amp;lt;/b&amp;gt; ||No Line of Fire!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;48&amp;lt;/b&amp;gt; ||Grenade is Activated!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;49&amp;lt;/b&amp;gt; ||There is no one there!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;50&amp;lt;/b&amp;gt; ||Unable to use Alien Artefact until researched!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;51&amp;lt;/b&amp;gt; ||Out of Range!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;52&amp;lt;/b&amp;gt; ||Unable to throw here!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;53&amp;lt;/b&amp;gt; ||Number of Rounds?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;54&amp;lt;/b&amp;gt; ||Set Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;55&amp;lt;/b&amp;gt; ||HIDDEN MOVEMENT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;56&amp;lt;/b&amp;gt; ||TURN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;57&amp;lt;/b&amp;gt; ||SIDE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;58&amp;lt;/b&amp;gt; ||X-COM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;59&amp;lt;/b&amp;gt; ||Press button to continue&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;60&amp;lt;/b&amp;gt; ||Molecular Control&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;61&amp;lt;/b&amp;gt; ||Jam Implant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;62&amp;lt;/b&amp;gt; ||Implant Control Successful&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;63&amp;lt;/b&amp;gt; ||has gone Beserk&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;64&amp;lt;/b&amp;gt; ||Has Panicked&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;65&amp;lt;/b&amp;gt; ||X-Com&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;66&amp;lt;/b&amp;gt; ||Aliens&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;67&amp;lt;/b&amp;gt; ||RIGHT HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;68&amp;lt;/b&amp;gt; ||LEFT HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;69&amp;lt;/b&amp;gt; ||RIGHT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;70&amp;lt;/b&amp;gt; ||LEFT LEG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;71&amp;lt;/b&amp;gt; ||RIGHT SHOULDER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;72&amp;lt;/b&amp;gt; ||LEFT SHOULDER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;73&amp;lt;/b&amp;gt; ||BACK PACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;74&amp;lt;/b&amp;gt; ||BELT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;75&amp;lt;/b&amp;gt; ||is under Molecular Control&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;76&amp;lt;/b&amp;gt; ||TOO MANY BUTTONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;77&amp;lt;/b&amp;gt; ||OK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;78&amp;lt;/b&amp;gt; ||GAME OPTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;79&amp;lt;/b&amp;gt; ||SCROLL SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;80&amp;lt;/b&amp;gt; ||SCROLL TYPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;81&amp;lt;/b&amp;gt; ||TRIGGER SCROLL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;82&amp;lt;/b&amp;gt; ||AUTO-SCROLL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;83&amp;lt;/b&amp;gt; ||FIRE SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;84&amp;lt;/b&amp;gt; ||X-COM MOVEMENT SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;85&amp;lt;/b&amp;gt; ||ALIEN MOVEMENT SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;86&amp;lt;/b&amp;gt; ||SAVE GAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;87&amp;lt;/b&amp;gt; ||Select save position&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;88&amp;lt;/b&amp;gt; ||CANCEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;89&amp;lt;/b&amp;gt; ||Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;90&amp;lt;/b&amp;gt; ||Time&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;91&amp;lt;/b&amp;gt; ||Date&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;92&amp;lt;/b&amp;gt; ||st&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;93&amp;lt;/b&amp;gt; ||nd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;94&amp;lt;/b&amp;gt; ||rd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;95&amp;lt;/b&amp;gt; ||th&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;96&amp;lt;/b&amp;gt; ||Jan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;97&amp;lt;/b&amp;gt; ||Feb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;98&amp;lt;/b&amp;gt; ||Mar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;99&amp;lt;/b&amp;gt; ||Apr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100&amp;lt;/b&amp;gt; ||May&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101&amp;lt;/b&amp;gt; ||Jun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102&amp;lt;/b&amp;gt; ||Jul&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103&amp;lt;/b&amp;gt; ||Aug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104&amp;lt;/b&amp;gt; ||Sep&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105&amp;lt;/b&amp;gt; ||Oct&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106&amp;lt;/b&amp;gt; ||Nov&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107&amp;lt;/b&amp;gt; ||Dec&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108&amp;lt;/b&amp;gt; || has become unconscious&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109&amp;lt;/b&amp;gt; || has died from a fatal wound&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110&amp;lt;/b&amp;gt; ||Use M.C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111&amp;lt;/b&amp;gt; ||FATAL WOUNDS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112&amp;lt;/b&amp;gt; ||BRAVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113&amp;lt;/b&amp;gt; ||STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114&amp;lt;/b&amp;gt; ||M.C. STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115&amp;lt;/b&amp;gt; ||M.C. SKILL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116&amp;lt;/b&amp;gt; ||UNDER ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117&amp;lt;/b&amp;gt; ||Time Units reserved for Snap Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118&amp;lt;/b&amp;gt; ||Time Units reserved for Auto Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119&amp;lt;/b&amp;gt; ||Time Units reserved for Aimed Shot&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt; || Units in X-Com Craft&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121&amp;lt;/b&amp;gt; || Units left outside&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122&amp;lt;/b&amp;gt; ||Abort Mission ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123&amp;lt;/b&amp;gt; ||Dart Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124&amp;lt;/b&amp;gt; ||Dart Pod&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125&amp;lt;/b&amp;gt; ||Jet-Harpoon Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126&amp;lt;/b&amp;gt; ||Jet Harpoon Pod&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127&amp;lt;/b&amp;gt; ||Gas Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128&amp;lt;/b&amp;gt; ||GC-AP Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129&amp;lt;/b&amp;gt; ||GC-HE Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130&amp;lt;/b&amp;gt; ||GC-Phosphour Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131&amp;lt;/b&amp;gt; ||Hydro-Jet Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132&amp;lt;/b&amp;gt; ||HJ-AP Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133&amp;lt;/b&amp;gt; ||HJ-HE Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134&amp;lt;/b&amp;gt; ||HJ-Phosphour Shells&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135&amp;lt;/b&amp;gt; ||Aqua-Jet Torpedo Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136&amp;lt;/b&amp;gt; ||Small Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137&amp;lt;/b&amp;gt; ||Large Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138&amp;lt;/b&amp;gt; ||Phosphor Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139&amp;lt;/b&amp;gt; ||Gauss Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140&amp;lt;/b&amp;gt; ||Gauss Rifle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141&amp;lt;/b&amp;gt; ||Heavy Gauss Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142&amp;lt;/b&amp;gt; ||Magna Blast Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143&amp;lt;/b&amp;gt; ||Dye Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144&amp;lt;/b&amp;gt; ||Particle Disturbance Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145&amp;lt;/b&amp;gt; ||Magna-Pack Explosive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146&amp;lt;/b&amp;gt; ||Particle Disturbance Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147&amp;lt;/b&amp;gt; ||Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148&amp;lt;/b&amp;gt; ||M.C. Disrupter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149&amp;lt;/b&amp;gt; ||Thermal Tazer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150&amp;lt;/b&amp;gt; ||Sonic Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151&amp;lt;/b&amp;gt; ||Cannon Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152&amp;lt;/b&amp;gt; ||Sonic-Blasta Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153&amp;lt;/b&amp;gt; ||Blasta Gun Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154&amp;lt;/b&amp;gt; ||Sonic Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155&amp;lt;/b&amp;gt; ||Pistol Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156&amp;lt;/b&amp;gt; ||Disrupter Pulse Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157&amp;lt;/b&amp;gt; ||Disrupter Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158&amp;lt;/b&amp;gt; ||Thermal Shock Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159&amp;lt;/b&amp;gt; ||Thermal Shock Bomb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160&amp;lt;/b&amp;gt; ||Sonic Pulser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161&amp;lt;/b&amp;gt; ||Zrbite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162&amp;lt;/b&amp;gt; ||M. C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163&amp;lt;/b&amp;gt; ||Aquatoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164&amp;lt;/b&amp;gt; ||Gill Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165&amp;lt;/b&amp;gt; ||Lobster Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166&amp;lt;/b&amp;gt; ||Tasoth Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167&amp;lt;/b&amp;gt; ||Calcinite Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168&amp;lt;/b&amp;gt; ||Deep One Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169&amp;lt;/b&amp;gt; ||Bio-Drone Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170&amp;lt;/b&amp;gt; ||Tentaculat Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171&amp;lt;/b&amp;gt; ||Triscene Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172&amp;lt;/b&amp;gt; ||Hallucinoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173&amp;lt;/b&amp;gt; ||Xarquid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174&amp;lt;/b&amp;gt; ||Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175&amp;lt;/b&amp;gt; ||Unload&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176&amp;lt;/b&amp;gt; ||Chemical flare&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177&amp;lt;/b&amp;gt; ||Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178&amp;lt;/b&amp;gt; ||Able Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179&amp;lt;/b&amp;gt; ||Ensign&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180&amp;lt;/b&amp;gt; ||Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181&amp;lt;/b&amp;gt; ||Commander&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182&amp;lt;/b&amp;gt; ||Captain&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183&amp;lt;/b&amp;gt; || Units in Entrance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184&amp;lt;/b&amp;gt; || Units in Target Exit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185&amp;lt;/b&amp;gt; ||Under Water Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186&amp;lt;/b&amp;gt; ||Time Units reserved for Kneeling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187&amp;lt;/b&amp;gt; ||TU&#039;s reserved for Kneeling and Firing&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188&amp;lt;/b&amp;gt; ||Vibro Blade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189&amp;lt;/b&amp;gt; ||Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190&amp;lt;/b&amp;gt; ||Heavy Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191&amp;lt;/b&amp;gt; ||Gauss Pistol Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192&amp;lt;/b&amp;gt; ||Gauss Gun Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193&amp;lt;/b&amp;gt; ||Heavy Gauss Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194&amp;lt;/b&amp;gt; ||All Aliens killed in  Subcrash, &lt;br /&gt;
Auto recovery initiated&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195&amp;lt;/b&amp;gt; ||CONTROL CENTER DESTROYED&lt;br /&gt;
Make your way to the entrance and abort.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196&amp;lt;/b&amp;gt; ||Sensor only works underwater&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197&amp;lt;/b&amp;gt; ||ATTACK&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ENGLISH2.DAT]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_String_Files&amp;diff=31945</id>
		<title>Tactical String Files</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_String_Files&amp;diff=31945"/>
		<updated>2010-10-28T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These files contain the strings used by the [[TACTICAL.EXE|tactical game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A, though in these files, that symbol is only used by index 26.&lt;br /&gt;
&lt;br /&gt;
There are 183 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English2.Dat (2272 Bytes) !! French2.Dat (2724 Bytes) !! German2.Dat (2695 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;000/x00&amp;lt;/b&amp;gt; || UNIT&amp;gt; || UNITE&amp;gt; || EINHEIT&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;001/x01&amp;lt;/b&amp;gt; || TIME UNITS || UNITES DE TEMPS || ZEITEINHEITEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;002/x02&amp;lt;/b&amp;gt; || ENERGY || ENERGIE || ENERGIE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;003/x03&amp;lt;/b&amp;gt; || HEALTH || SANTE || GESUNDHEIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;004/x04&amp;lt;/b&amp;gt; || REACTIONS || REACTIONS || REAKTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;005/x05&amp;lt;/b&amp;gt; || FIRING ACCURACY || PRECISION AU TIR || SCHUSSGENAUIGKEIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;006/x06&amp;lt;/b&amp;gt; || THROWING ACCURACY || PRECISION AU LANCER || WURFGENAUIGKEIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;007/x07&amp;lt;/b&amp;gt; || MORALE || MORAL || MORAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;008/x08&amp;lt;/b&amp;gt; || ARMOUR&amp;gt; || ARMURE&amp;gt; || RšSTUNG&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;009/x09&amp;lt;/b&amp;gt; || FRONT ARMOUR || ARMURE AVANT || RšSTUNG VORN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;010/x0A&amp;lt;/b&amp;gt; || LEFT ARMOUR || ARMURE GAUCHE || RšSTUNG LINKS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;011/x0B&amp;lt;/b&amp;gt; || RIGHT ARMOUR || ARMURE DROITE || RšSTUNG RECHTS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;012/x0C&amp;lt;/b&amp;gt; || REAR ARMOUR || ARMURE ARRIERE || RšSTUNG HINTEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;013/x0D&amp;lt;/b&amp;gt; || SKILLS&amp;gt; || COMPETENCES&amp;gt; || FŽHIGKEITEN&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;014/x0E&amp;lt;/b&amp;gt; || LEVEL&amp;gt; || NIVEAU&amp;gt; || LEVEL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;015/x0F&amp;lt;/b&amp;gt; || HEAD || TETE || KOPF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;016/x10&amp;lt;/b&amp;gt; || TORSO || TORSE || RUMPF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;017/x11&amp;lt;/b&amp;gt; || RIGHT ARM || BRAS DROIT || RECHTER ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;018/x12&amp;lt;/b&amp;gt; || LEFT ARM || BRAS GAUCHE || LINKER ARM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;019/x13&amp;lt;/b&amp;gt; || RIGHT LEG || JAMBE DROITE || RECHTES BEIN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;020/x14&amp;lt;/b&amp;gt; || LEFT LEG || JAMBE GAUCHE || LINKES BEIN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;021/x15&amp;lt;/b&amp;gt; || PAIN KILLER || CALMANT || SCHMERZMITTEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;022/x16&amp;lt;/b&amp;gt; || STIMULANT || STIMULANT || STIMULANS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;023/x17&amp;lt;/b&amp;gt; || HEAL || SOIGNER || HEILEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;024/x18&amp;lt;/b&amp;gt; || TUs&amp;gt; || UT&amp;gt; || ZE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;025/x19&amp;lt;/b&amp;gt; || Alien Artefact || Objet alien || Auáerirdisches Artefakt&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;026/x1A&amp;lt;/b&amp;gt; || AMMO:&amp;lt;br&amp;gt;ROUNDS&amp;lt;br&amp;gt;LEFT= || MUNITIONS:&amp;lt;br&amp;gt;CARTOUCHES&amp;lt;br&amp;gt;RESTANTES= || MUNITION:&amp;lt;br&amp;gt;VERBLEIBENDE&amp;lt;br&amp;gt;SCHšSSE=&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;027/x1B&amp;lt;/b&amp;gt; || GROUND || TERRAIN || BODEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;028/x1C&amp;lt;/b&amp;gt; || Throw || Lancer || Werfen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;029/x1D&amp;lt;/b&amp;gt; || Auto Shot || Tir Automatique || Auto-Schuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;030/x1E&amp;lt;/b&amp;gt; || Snap Shot || Tir Instantan‚ || Schnellschuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;031/x1F&amp;lt;/b&amp;gt; || Aimed Shot || Tir Vis‚ || Zielschuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;032/x20&amp;lt;/b&amp;gt; || Open || Ouvert || Offen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;033/x21&amp;lt;/b&amp;gt; || Close || Ferm‚ || Geschlossen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;034/x22&amp;lt;/b&amp;gt; || Stun || Frapper || Treffer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;035/x23&amp;lt;/b&amp;gt; || Prime Grenade || Amorcer Grenade || Granate scharf machen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;036/x24&amp;lt;/b&amp;gt; || Use Scanner || Utiliser Scanner || Scanner einsetzen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;037/x25&amp;lt;/b&amp;gt; || Use Medi-kit || Utiliser Trousse de Soins || Sani-Tasche nutzen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;038/x26&amp;lt;/b&amp;gt; || Launch Missile || Lancer Missile || Rakete feuern&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;039/x27&amp;lt;/b&amp;gt; || Acc&amp;gt; || Pr‚&amp;gt; || Gen&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;040/x28&amp;lt;/b&amp;gt; || TUs&amp;gt; || UT&amp;gt; || ZE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;041/x29&amp;lt;/b&amp;gt; || Not Enough Time Units! || Pas Assez d&#039;Unit‚s de Temps! || Nicht genug Zeiteinheiten!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;042/x2A&amp;lt;/b&amp;gt; || Not Enough Energy! || Pas Assez d&#039;Energie! || Nicht genug Energie!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;043/x2B&amp;lt;/b&amp;gt; || No Rounds left! || Plus de Munitions! || Nicht genug Munition!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;044/x2C&amp;lt;/b&amp;gt; || No Ammunition Loaded! || Pas de Munitions Charg‚es! || Keine Munition geladen!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;045/x2D&amp;lt;/b&amp;gt; || Wrong Ammunition for this Weapon! || Mauvaise Munition pour cette Arme! || Falsche Munition fr diese Waffe!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;046/x2E&amp;lt;/b&amp;gt; || Weapon is already loaded! || L&#039;Arme est D‚j… Charg‚e! || Waffe ist bereits geladen!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;047/x2F&amp;lt;/b&amp;gt; || No Line of Fire! || Pas de Ligne de Tir! || Keine Visierlinie!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;048/x30&amp;lt;/b&amp;gt; || Grenade is Activated! || La Grenade est Activ‚e! || Granate ist aktiviert!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;049/x31&amp;lt;/b&amp;gt; || There is no one there! || Il n&#039;y a Personne ici! || Dort ist niemand!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;050/x32&amp;lt;/b&amp;gt; || Unable to use alien artefact until researched! || Impossible d&#039;Utiliser Objet Alien avant son Etude! || Artefakt muá erst untersucht werden!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;051/x33&amp;lt;/b&amp;gt; || Out of Range! || Hors de Port‚e! || Auáer Reichweite!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;052/x34&amp;lt;/b&amp;gt; || Unable to throw here! || Impossible de Lancer … cet Endroit! || Kann hier nicht werfen!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;053/x35&amp;lt;/b&amp;gt; || Number of Rounds? || Nombre de Cartouches? || Anzahl der Schsse?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;054/x36&amp;lt;/b&amp;gt; || Set Timer || D‚tonateur || Zeit einstellen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;055/x37&amp;lt;/b&amp;gt; || HIDDEN MOVEMENT || DEPLACEMENT CACHE || VERSTECKTE BEWEGUNG&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;056/x38&amp;lt;/b&amp;gt; || TURN&amp;gt; || TOUR&amp;gt; || RUNDE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;057/x39&amp;lt;/b&amp;gt; || SIDE&amp;gt;  || CAMP&amp;gt;  || SEITE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;058/x3A&amp;lt;/b&amp;gt; || UFO || OVNI || UFO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;059/x3B&amp;lt;/b&amp;gt; || Press button to continue || Appuyez sur le bouton pour continuer || Zum Fortfahren Knopf drcken&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;060/x3C&amp;lt;/b&amp;gt; || Mind Control || Contr“le de l&#039;Esprit || Gedankenkontrolle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;061/x3D&amp;lt;/b&amp;gt; || Panic Unit || Panique de l&#039;Unit‚ || Einheit in Panik strzen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;062/x3E&amp;lt;/b&amp;gt; || Mind Control Successful || Contr“le de l&#039;Esprit R‚ussi || Gedankenkontrolle erfolgreich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;063/x3F&amp;lt;/b&amp;gt; || has gone Beserk || est devenu Fou || hat einen Tobsuchtsanfall&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;064/x40&amp;lt;/b&amp;gt; || Has Panicked || A Paniqu‚ || ist in Panik ausgebrochen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;065/x41&amp;lt;/b&amp;gt; || Xcom || Xcom || XCom&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;066/x42&amp;lt;/b&amp;gt; || Aliens || Aliens || Auáerirdische&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;067/x43&amp;lt;/b&amp;gt; || RIGHT HAND || MAIN DROITE || RECHTE HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;068/x44&amp;lt;/b&amp;gt; || LEFT HAND || MAIN GAUCHE || LINKE HAND&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;069/x45&amp;lt;/b&amp;gt; || RIGHT LEG || JAMBE DROITE || RECHTES BEIN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;070/x46&amp;lt;/b&amp;gt; || LEFT LEG || JAMBE GAUCHE || LINKES BEIN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;071/x47&amp;lt;/b&amp;gt; || RIGHT SHOULDER || EPAULE DROITE || RECHTE SCHULTER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;072/x48&amp;lt;/b&amp;gt; || LEFT SHOULDER || EPAULE GAUCHE || LINKE SCHULTER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;073/x49&amp;lt;/b&amp;gt; || BACK PACK || SAC A DOS || RUCKSACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;074/x4A&amp;lt;/b&amp;gt; || BELT || CEINTURE || GšRTEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;075/x4B&amp;lt;/b&amp;gt; || is under alien control || est sous contr“le alien || wird von den Auáerirdischen kontrolliert&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;076/x4C&amp;lt;/b&amp;gt; || TOO MANY BUTTONS || TROP DE BOUTONS || ZU VIELE KN™PFE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;077/x4D&amp;lt;/b&amp;gt; || OK || OK || OK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;078/x4E&amp;lt;/b&amp;gt; || GAME OPTIONS || OPTIONS DE JEU || SPIELOPTIONEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;079/x4F&amp;lt;/b&amp;gt; || SCROLL SPEED || VITESSE DE DEFILEMENT || SCROLLGESCHWINDIGKEIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;080/x50&amp;lt;/b&amp;gt; || SCROLL TYPE || TYPE DE DEFILEMENT || SCROLL-ART&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;081/x51&amp;lt;/b&amp;gt; || TRIGGER SCROLL || DEFILEMENT MANUEL || MANUELLES SCROLLEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;082/x52&amp;lt;/b&amp;gt; || AUTO-SCROLL || DEFILEMENT AUTOMATIQUE || AUTOM. SCROLLEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;083/x53&amp;lt;/b&amp;gt; || FIRE SPEED || VITESSE DE TIR || FEUERRATE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;084/x54&amp;lt;/b&amp;gt; || XCOM MOVEMENT SPEED || VITESSE DE DEPLACEMENT XCOM || GESCHWINDIGKEIT DER XCOM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;085/x55&amp;lt;/b&amp;gt; || ALIEN MOVEMENT SPEED || VITESSE DE DEPLACEMENT ALIEN || GESCHWINDIGKEIT DER AUSSERIRDISCHEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;086/x56&amp;lt;/b&amp;gt; || SAVE GAME || SAUVEGARDER JEU || SPIEL SICHERN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;087/x57&amp;lt;/b&amp;gt; || Select save position || S‚lectionner position de sauvegarde || Speicherplatz w„hlen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;088/x58&amp;lt;/b&amp;gt; || CANCEL || ANNULER || ABBRECHEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;089/x59&amp;lt;/b&amp;gt; || Name || Nom || Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;090/x5A&amp;lt;/b&amp;gt; || Time || Temps || Zeit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;091/x5B&amp;lt;/b&amp;gt; || Date || Date || Datum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;092/x5C&amp;lt;/b&amp;gt; || st ||  || .&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;093/x5D&amp;lt;/b&amp;gt; || nd ||  || .&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;094/x5E&amp;lt;/b&amp;gt; || rd ||  || .&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;095/x5F&amp;lt;/b&amp;gt; || th ||  || .&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;096/x60&amp;lt;/b&amp;gt; || Jan || Jan || Jan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;097/x61&amp;lt;/b&amp;gt; || Feb || F‚v || Feb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;098/x62&amp;lt;/b&amp;gt; || Mar || Mar || M„r&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;099/x63&amp;lt;/b&amp;gt; || Apr || Avr || Apr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100/x64&amp;lt;/b&amp;gt; || May || Mai || Mai&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101/x65&amp;lt;/b&amp;gt; || Jun || Jui || Jun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102/x66&amp;lt;/b&amp;gt; || Jul || Jul || Jul&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103/x67&amp;lt;/b&amp;gt; || Aug || Ao– || Aug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104/x68&amp;lt;/b&amp;gt; || Sep || Sep || Sep&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105/x69&amp;lt;/b&amp;gt; || Oct || Oct || Okt&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106/x6A&amp;lt;/b&amp;gt; || Nov || Nov || Nov&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107/x6B&amp;lt;/b&amp;gt; || Dec || D‚c || Dez&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108/x6C&amp;lt;/b&amp;gt; ||  has become unconscious ||  a perdu conscience ||  ist bewuátlos&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109/x6D&amp;lt;/b&amp;gt; ||  has died from a fatal wound ||  est mort d&#039;une blessure ||  ist an einer Verletzung gestorben&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110/x6E&amp;lt;/b&amp;gt; || Use Mind Probe || Utiliser Sonde d&#039;Esprit || Gedankensonde einsetzen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111/x6F&amp;lt;/b&amp;gt; || FATAL WOUNDS || BLESSURES || T™DLICHE WUNDEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112/x70&amp;lt;/b&amp;gt; || BRAVERY || COURAGE || MUT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113/x71&amp;lt;/b&amp;gt; || STRENGTH || FORCE || STŽRKE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114/x72&amp;lt;/b&amp;gt; || PSIONIC STRENGTH || FORCE PSIONIQUE || PSIONISCHE STŽRKE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115/x73&amp;lt;/b&amp;gt; || PSIONIC SKILL || COMPETENCE PSIONIQUE || PSIONISCHE FŽHIGKEITEN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116/x74&amp;lt;/b&amp;gt; || UNDER ARMOUR || ARMURE DE DESSOUS || GERšSTET&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117/x75&amp;lt;/b&amp;gt; || Time Units reserved for Snap Shot || Unit‚s de temps r‚serv‚es au tir instantan‚ || Zeiteinheiten fr Schnellschuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118/x76&amp;lt;/b&amp;gt; || Time Units reserved for Auto Shot || Unit‚s de temps r‚serv‚es au tir automatique || Zeiteinheiten fr Auto-Schuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119/x77&amp;lt;/b&amp;gt; || Time Units reserved for Aimed Shot || Unit‚s de temps r‚serv‚es au tir vis‚ || Zeiteinheiten fr Zielschuá&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120/x78&amp;lt;/b&amp;gt; ||  Units in Exit Area ||  Unit‚s dans la zone de sortie ||  Einheiten im Ausgangsbereich&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121/x79&amp;lt;/b&amp;gt; ||  Units outside Exit Area ||  Unit‚s hors de la zone de sortie ||  Einheiten auáerhalb des Ausgangsbereichs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122/x7A&amp;lt;/b&amp;gt; || Abort Mission ? || Annuler mission? || Mission abbrechen?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123/x7B&amp;lt;/b&amp;gt; || Pistol || Pistolet || Pistole&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124/x7C&amp;lt;/b&amp;gt; || Pistol Clip || Cartouche de Pistolet || Pistolen-Ladestreifen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125/x7D&amp;lt;/b&amp;gt; || Rifle || Fusil || Gewehr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126/x7E&amp;lt;/b&amp;gt; || Rifle Clip || Cartouche de Fusil || Gewehr-Ladestreifen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127/x7F&amp;lt;/b&amp;gt; || Heavy Cannon || Canon Lourd || Schweres Geschtz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128/x80&amp;lt;/b&amp;gt; || HC-AP Ammo || Munitions CL-PA || SG-PB-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129/x81&amp;lt;/b&amp;gt; || HC-HE Ammo || Munitions CL-E || SG-HE-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130/x82&amp;lt;/b&amp;gt; || HC-I Ammo || Munitions CL-I || SG-B-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131/x83&amp;lt;/b&amp;gt; || Auto-Cannon || Canon Auto || Autom. Geschtz&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132/x84&amp;lt;/b&amp;gt; || AC-AP Ammo || Munitions CA-PA || AG-PB-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133/x85&amp;lt;/b&amp;gt; || AC-HE Ammo || Munitions CA-E || AG-HE-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134/x86&amp;lt;/b&amp;gt; || AC-I Ammo || Munitions CA-I || AG-B-Munition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135/x87&amp;lt;/b&amp;gt; || Rocket Launcher || Lance-Roquettes || Raketenwerfer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136/x88&amp;lt;/b&amp;gt; || Small Rocket || Petite Roquette || Kleine Rakete&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137/x89&amp;lt;/b&amp;gt; || Large Rocket || Grande Roquette || Groáe Rakete&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138/x8A&amp;lt;/b&amp;gt; || Incendiary Rocket || Roquette Incendiaire || Brandrakete&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139/x8B&amp;lt;/b&amp;gt; || Laser Pistol || Pistolet Laser || Laserpistole&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140/x8C&amp;lt;/b&amp;gt; || Laser Rifle || Fusil Laser || Lasergewehr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141/x8D&amp;lt;/b&amp;gt; || Heavy Laser || Laser Lourd || Schwerer Laser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142/x8E&amp;lt;/b&amp;gt; || Grenade || Grenade || Granate&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143/x8F&amp;lt;/b&amp;gt; || Smoke Grenade || Grenade FumigŠne || Rauchgranate&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144/x90&amp;lt;/b&amp;gt; || Proximity Grenade || Grenade de Proximit‚ || Granate mit Ann„herungsznder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145/x91&amp;lt;/b&amp;gt; || High Explosive || Explosif || Brisanz-Sprengstoff&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146/x92&amp;lt;/b&amp;gt; || Motion Scanner || Scanner de Mouvement || Bewegungsscanner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147/x93&amp;lt;/b&amp;gt; || Medi-Kit || Trousse de Soins || Sani-Tasche&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148/x94&amp;lt;/b&amp;gt; || Psi-Amp || Psi-Amp || Psi-Verst„rker&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149/x95&amp;lt;/b&amp;gt; || Stun Rod || Bƒton pour Assommer || Bet„ubungsstab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150/x96&amp;lt;/b&amp;gt; || Heavy Plasma || Canon … Plasma Lourd || Schweres Plasma&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151/x97&amp;lt;/b&amp;gt; || Heavy Plasma Clip || Munition de Canon … Plasma Lourd || Ladestreifen mit Schwerem Plasma&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152/x98&amp;lt;/b&amp;gt; || Plasma Rifle || Fusil … Plasma || Plasmagewehr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153/x99&amp;lt;/b&amp;gt; || Plasma Rifle Clip || Cartouche de Fusil … Plasma || Plasmagewehr-Ladestreifen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154/x9A&amp;lt;/b&amp;gt; || Plasma Pistol || Pistolet … Plasma || Plasmapistole&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155/x9B&amp;lt;/b&amp;gt; || Plasma Pistol Clip || Cartouche de Pistolet … Plasma || Plasmapistolen-Ladestreifen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156/x9C&amp;lt;/b&amp;gt; || Blaster Launcher || Lanceur Blaster || Blaster-Abschuárampe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157/x9D&amp;lt;/b&amp;gt; || Blaster Bomb || Bombe Blaster || Blaster-Bombe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158/x9E&amp;lt;/b&amp;gt; || Small Launcher || Petit Lanceur || Kleine Abschuárampe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159/x9F&amp;lt;/b&amp;gt; || Stun Bomb || Bombe Assommante || Bet„ubungsbombe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160/xA0&amp;lt;/b&amp;gt; || Alien Grenade || Grenade Alienne || Auáerirdischen-Granate&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161/xA1&amp;lt;/b&amp;gt; || Elerium-115 || Elerium-115 || Elerium-115&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162/xA2&amp;lt;/b&amp;gt; || Mind Probe || Sonde d&#039;Esprit || Gedankensonde&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163/xA3&amp;lt;/b&amp;gt; || Sectoid Corpse || Corps Secto‹de || Toter Sektoid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164/xA4&amp;lt;/b&amp;gt; || Snakeman Corpse || Corps Homme-Serpent || Toter Schlangenmensch&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165/xA5&amp;lt;/b&amp;gt; || Ethereal Corpse || Corps Ethereal || Toter Žtherer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166/xA6&amp;lt;/b&amp;gt; || Muton Corpse || Corps Muton || Toter Mutone&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167/xA7&amp;lt;/b&amp;gt; || Floater Corpse || Corps Flottant || Toter Treiber&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168/xA8&amp;lt;/b&amp;gt; || Celatid Corpse || Corps Celatid || Toter Celatid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169/xA9&amp;lt;/b&amp;gt; || Silacoid Corpse || Corps Silaco‹de || Toter Silakoid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170/xAA&amp;lt;/b&amp;gt; || Chryssalid Corpse || Corps Chryssalid || Toter Chryssalid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171/xAB&amp;lt;/b&amp;gt; || Reaper Corpse || Corps Reaper || Toter Schnitter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172/xAC&amp;lt;/b&amp;gt; || Sectopod Corpse || Corps Sectopode || Toter Sektopod&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173/xAD&amp;lt;/b&amp;gt; || Cyberdisc Corpse || Corps Cyberdisc || Tote Cyberdisc&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174/xAE&amp;lt;/b&amp;gt; || Corpse || Corps || Toter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175/xAF&amp;lt;/b&amp;gt; || Unload || D‚charger || Entladen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176/xB0&amp;lt;/b&amp;gt; || Electro-flare || Leurre ‚lectronique || E-Leuchtk”rper&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177/xB1&amp;lt;/b&amp;gt; || Rookie || Nouvelle Recrue || Einfacher Soldat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178/xB2&amp;lt;/b&amp;gt; || Squaddie || DeuxiŠme Classe || Gefreiter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179/xB3&amp;lt;/b&amp;gt; || Sergeant || Sergent || Feldwebel&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180/xB4&amp;lt;/b&amp;gt; || Captain || Capitaine || Hauptmann&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181/xB5&amp;lt;/b&amp;gt; || Colonel || Colonel || Oberst&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182/xB6&amp;lt;/b&amp;gt; || Commander || Commandant || Kommandant&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ENGLISH2.DAT (TFTD)]] - Uses the strings in these files.&lt;br /&gt;
* [[TACTICAL.EXE]] - Uses the strings in these files.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for these files.&lt;br /&gt;
* [[GeoScape String Files]] - The GeoScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT_(TFTD)&amp;diff=31944</id>
		<title>ENGLISH.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT_(TFTD)&amp;diff=31944"/>
		<updated>2010-10-28T04:26:51Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: Created page with &amp;quot;This is one of the files containing the strings used by the geoscape game engine. Each string is terminated by a null character (x00). ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [[GeoScape String Files|one of the files]] containing the strings used by the [[GEOSCAPE.EXE|geoscape game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.&lt;br /&gt;
&lt;br /&gt;
There are 1006 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English.Dat (54427 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; ||A TRANSPORT AND INTERCEPT FLYING SUB, WITH EXTREME DEPTH CAPABILITY.  A SUPERB SYNTHESIS OF ALIEN AND HUMAN TECHNOLOGY, UTILISING ION PROPULSION SYSTEMS AND MAGNETIC ARRAY NAVIGATION.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt; ||THE BRITISH HYDROSPACE BARRACUDA, POWERED BY SUPER-HEATED LASER ENGINES.  ONE OF THE FASTEST INTERCEPT SHIPS IN THE WORLD, CAPABLE OF SUBMERSIBLE AND ATMOSPHERIC FLIGHT, A KEY CRAFT IN THE COMING BATTLE.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt; ||A TRANSPORT AND INTERCEPT CRAFT.  A REPLICATION OF MAGNETIC ARRAY SYSTEMS IN AN X-COM SHIP.  ALTHOUGH SMALL, ITS&#039; DESIGN IS A BREATHTAKING TECHNICAL ACHIEVEMENT.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;3&amp;lt;/b&amp;gt; ||THE TRITON, AN ASSAULT SQUAD TRANSPORTER,  FITTED WITH FULL ATMOSPHERIC AND AQUATIC FLIGHT ENGINES.  ITS LARGE CAPACITY AND ROBUST CONSTRUCTION ENSURES IT IS THE MAINSTAY OF THE X-COM FLEET.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;4&amp;lt;/b&amp;gt; ||MANTA HIGH SPEED CRAFT, A ONE-MAN INTERCEPT FLYING SUBMARINE CLOSELY RESEMBLING ION-POWERED ALIEN SHIPS.  A HIGHLY EFFECTIVE STRIKE CRAFT IN THE ESCALATING CONFLICT.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;5&amp;lt;/b&amp;gt; ||THE AJAX TORPEDO IS THE STANDARD WEAPON OF UNDERSEA COMBAT THE WORLD OVER.  EMPLOYED AS AN ACCURATE AND POWERFUL DETERRENT.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;6&amp;lt;/b&amp;gt; ||DEPLETED URANIUM PELLET HEADED WEAPON TECHNOLOGY IS RELATIVELY NEW, AND THIS IS THE FIRST COMMERCIAL AQUATIC WEAPON SYSTEM TO EMPLOY IT FULLY.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;7&amp;lt;/b&amp;gt; ||A COMPRESSED GAS POWERED CANNON SYSTEM FIRING SOLID BOLTS WITH HIGH ARMOUR PIERCING CAPABILITY.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;8&amp;lt;/b&amp;gt; ||THE PULSE WAVE TORPEDO UTILISES A SUPERHEATED FUEL SYSTEM AND AN EXTREMELY DENSE WARHEAD WHICH CAN PUNCH THROUGH MOST ALLOYS.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;9&amp;lt;/b&amp;gt; ||THE GAUSS WEAPON IS NEWLY DEVELOPED X-COM TECHNOLOGY.  THIS  SYSTEM&#039;S PARTICLE ACCELERATOR IS POWERED BY A COMPACT, LIQUID NITROGEN COOLED, FUSION REACTOR.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10&amp;lt;/b&amp;gt; ||A POWERFUL AUDITORY OSCILLATOR CREATES WAVES OF SONIC FORCE.  DESTROYING THE TARGET BY VIBRATING ITS MOLECULAR BONDS APART.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11&amp;lt;/b&amp;gt; ||The Aquatoid Race is an ancient society, having existed millennia before man&#039;s first faltering steps upon the world.  Their compact form and bulbous features are a throwback to their space faring brethren, the Sectoids.  Their power is based on the powerful Molecular Control technology.  The Aquatoid race seeks to propagate its sterile race by genetic modification, the ideal subjects being human beings.  Experiments have spawned numerous hybrid races.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12&amp;lt;/b&amp;gt; ||A detailed analysis of this creature allows us to make some basic assumptions.  It is a Sectoid, our former foes, but changed by surgical methods and implants to be an aquatic creature.  Vestigial lungs allow the breathing of air and limited surface mobility.  There are cybernetic implants throughout the body, enhancing the strength of its atrophied limbs and the function of its organs.  As all the members of this race are identical, we may hypothesise that these creatures are clones.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13&amp;lt;/b&amp;gt; ||Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man.  This creature is extremely powerful and fast in the undersea world.  Gillmen are a fully fledged race, there being male and female specimens of varying ages.  They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation  It is possible we are looking at some ancient branch of our own species.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14&amp;lt;/b&amp;gt; ||Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant.  In a time when dinosaurs roamed these creatures lived, the Gillmen- amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens.  A small electronic device is lodged in the skulls of the creatures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15&amp;lt;/b&amp;gt; ||This is a staggering creature, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon.  The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops.  This is a behemoth of the deep.  A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire.  Its pincers alone can crush steel.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16&amp;lt;/b&amp;gt; ||Once past its virtually indestructible shell the creature is an amazing construction.  Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature&#039;s brain.  Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable.  Buried deep within its body are devices of unknown construction and function.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17&amp;lt;/b&amp;gt; ||These agile and fast enemies are a mainstay of the alien army.  Hundreds are birthed, in massive breeding vats deep in the heart of the Alien colonies. Vastly more powerful than a man, the Tasoth is a true alien and its behaviour and carnivorous nature unmatched on the planet. The Tasoth often forms the spearhead of an alien attack and never seems to shrink from the fight even in the face of overwhelming odds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18&amp;lt;/b&amp;gt; ||Dissection revealed a cybernetic organism possessed of strange power. Inside the body cavity is a small power unit, but no identifiable organs. The power is transmitted throughout the body by a Bio-electric transmission system. The whole body lacks bones or any other supporting structure. Once dead the power stops and the creature becomes a lifeless rag doll of oozing alien flesh and fluids. The only other internal construction is a pair of ceramic cells, which if energised briefly revive the creature.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;19&amp;lt;/b&amp;gt; ||The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids.  We have encountered several variations of this creature. After extensive research we conclude that these are manufactured by the invaders.  Swelling their ranks when fresh human stock has been captured. Each of these sub-humans is armed with an electrical energy discharge powerful enough to kill an aquanaut.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;20&amp;lt;/b&amp;gt; ||The creature is a graft of man and alien organism.  The human brain is massively altered to accommodate control electronics and the Alien cortex.  All vestiges of the human body seem lost save one: the eyes.  The surgical graft appears to allow the alien foetus to consume the human host as it grows.  The tough skin of the creature appears to be a non-organic, metallic mesh, extremely strong and flexible.  The resulting cross breed is strong, fast and utterly under the control of the aliens.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;21&amp;lt;/b&amp;gt; ||The Bio-drone is a creation only an alien mind could conceive of. It is a brain, (human or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water.  Each Bio-drone is armed with a powerful auditory disruptor, part machine and part organism.  Some of our scientists have suggested that the weapon is driven by the host organisms original vocal cords.  Highly accurate and tenacious these super guard dogs are widely used by the aliens to protect valuable assets.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;22&amp;lt;/b&amp;gt; ||The hypothesis that the auditory disruptor is a biological device are true.  This unfortunate creature literally screams its enemies to death.  Every example has massive surgical trauma scars and is severely mutilated. The aliens appear to butcher the brain into obedience.  Most of the cortex&#039;s used in the creatures are alien in origin, but nothing can compare to the horror of finding a human based unit.The Bio-drones are powered by an ION engine and incorporate some form of remote control system.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;23&amp;lt;/b&amp;gt; ||Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature.  No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination.  Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things.  These progeny can cause death on touch, even through armour.  The Tentaculat is the most fearsome alien yet encountered by X-Com.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;24&amp;lt;/b&amp;gt; ||The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition.  Even in the inky depths of the ocean this monster can navigate with unerring accuracy.  There are vestigial organs that seem to be the bare minimum for survival.  Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;25&amp;lt;/b&amp;gt; ||Like the diving suits of lost mariners these aliens stalk the seabed for the unwary.  A vicious swipe by the creature&#039;s stronger than steel claws can be enough to send the best divers to the bottom.  Swirling around in the face mask a gelatinous green form can be seen.  No hint of the real creature can be divined from the often lethal encounters we have had with them.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;26&amp;lt;/b&amp;gt; ||Once the armoured suit is stripped away the Calcinite is revealed to be a huge amorphous blob of protoplasm.  No visible brain, limbs or sensory organs exist, a small metallic component resides deep in the liquid body.  Once dead we can only guess at the creature&#039;s nature.  An inexplicable enigma of our alien enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;27&amp;lt;/b&amp;gt; ||This bipedal reptile is a throwback to the age of the Dinosaurs. It seems to be a Cretaceous creature in every sense save its ability to survive in water and on land.  These creatures are slung with weapons pods and have a jaw lined with huge metallic teeth.  Often these monsters have been at the core of the alien attack forces as the Aliens launch assaults upon the land.  A heavyweight and potent weapon, the Lobster men commanders deploy them with lethal efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;28&amp;lt;/b&amp;gt; ||Once subjected to the scientist&#039;s knife the Triscene reveals that it is an ancient creature, supplemented with cybernetic implants and weapons systems.  Its tiny brain is supplemented by a small computer module mounted in the control harness all the creatures wear. A tough natural skin, a predatory instinct enhanced by additional weapons makes this a lethal opponent in all environments.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;29&amp;lt;/b&amp;gt; ||Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon.  Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.  Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;30&amp;lt;/b&amp;gt; ||Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its&#039; main offensive capability.  The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks.  Often this mutant is found in the company of its masters, the Aquatoids.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;31&amp;lt;/b&amp;gt; ||Another modified Earth invertebrate, the Xarquid is a creature of great beauty and danger.  The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.  Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;32&amp;lt;/b&amp;gt; ||This overgrown Nautilus has been made huge on a diet of Alien drugs and surgical alterations.  Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature&#039;s original nature exists.  Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;33&amp;lt;/b&amp;gt; ||Alien flying submarines rely on complex power systems to drive them at incredible speed through the deeps.  The basis for their technology is the ION DISPLACER, utilising Zrbite as a catalyst, the engines displace 100 times their own volume in water per second.  This enormous power means that the aliens&#039; are capable of outrunning most Earth subs.  We can replicate this system of propulsion using aqua-plastics and Zrbite power cells.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;34&amp;lt;/b&amp;gt; ||These units generate a spherical multi-layer magnetic field, which the array projects up to 1000m around the sub.  The Alien navigators are directly linked into the machines and feel their way around the invisible world beneath the waves. The interface system operates using Alien modified cerebral matter that communicates directly with the operator&#039;s brain via a neural link.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;35&amp;lt;/b&amp;gt; ||Each vessel has a chameleon-like structure, carefully modelled on sea creatures, and constructed of Aqua Plastics.  Each submarine functions as an organism: crew and craft in harmony.  Most of these systems can be replicated and a hybrid technology can be evolved to allow us to move up to the same technological level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;36&amp;lt;/b&amp;gt; ||The innumerable Aliens that have lain hidden on the Earth are held in suspended animation, cryogenically frozen.  All the creatures are sealed into units, their body temperature reduced to a point where bodily functions are all but stopped.  An examination of the units so far reveals the unbelievable time periods that the bodies have been kept suspended for, some over 60 million years.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;37&amp;lt;/b&amp;gt; ||Many of the Aliens we have captured are identical even down to their DNA, duplicates in every way. Cell samples are placed into the units from the frozen gene banks of the Aliens.  Some units contain humans or body parts. It is possible that another use for these cloning units is to create some Alien-human hybrid.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;38&amp;lt;/b&amp;gt; ||Utilising Molecular Control Implants in the skulls of all Aliens these machines inject information directly into the brain.  Freshly cloned Aliens are brought to these units and have racial memories and all scientific or combat information downloaded into their blank minds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;39&amp;lt;/b&amp;gt; ||This unit is used to fit Aliens with Molecular Control Implants, fertilise reproducing races, and insert or remove organs and electronics from any creature.  The process was thought to be done on subdued patients, but the subject is very aware of the process and unfortunately human anatomy seems to fit the unit perfectly.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;40&amp;lt;/b&amp;gt; ||We now have the evidence to work out why Aliens capture humans.  They are not food, they are not fertilised with Alien embryos, rather they form the basis of a range of creatures and control systems.  Alien technology is based on a common mind, a shared intellect and the human brain is the ideal receptacle for these systems.  Human brain tissue is used in most of the Alien biological computer storage and retrieval systems, the remains are used for building and for breeding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;41&amp;lt;/b&amp;gt; ||Alien submarines and structures utilise an incredibly strong, flexible and durable material for the majority of their construction.  Aqua plastics are complex multi-bonded and Zrbite catalysed materials. Dense, yet light, the substance has strength above even Titanium or Kevlar.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;42&amp;lt;/b&amp;gt; ||Research required in &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;43&amp;lt;/b&amp;gt; ||This is an alloy of Alien origin, part gold part Alien Bio-material.  When utilised as a power source, small quantities will generate more power than a nuclear unit of 10 times the size.  It is beyond our technical ability to replicate this material as most of its constituents are Alien in origin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;44&amp;lt;/b&amp;gt; ||The Aliens strike all across the globe, with ruthless efficiency.  We cannot pin down their source.  Could it be in some ocean deep too impenetrable for us to locate?  Not all the organisms we have encountered are Alien, some are very old, some are from evolutionary paths long thought extinct.  We are dealing with a menace that has been sleeping for millennia, a subtle symbiosis of human and Alien.  Deep in the oceans there lie ancient sites used by the Aliens to contact their stellar cousins.  Each of these twelve sites contains a Synomium device, a powerful Alien technology. Now with their war machine on the march the Aliens are re-activating these sites to widen their Molecular Control net, we must destroy these sites at all costs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;45&amp;lt;/b&amp;gt; ||Gauss Pistol Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;46&amp;lt;/b&amp;gt; ||Gauss Rifle Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;47&amp;lt;/b&amp;gt; ||Terror Site-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;48&amp;lt;/b&amp;gt; ||CENTRE ON SITE-TIME=5 Secs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;49&amp;lt;/b&amp;gt; ||CANCEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;50&amp;lt;/b&amp;gt; ||None&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;51&amp;lt;/b&amp;gt; ||Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;52&amp;lt;/b&amp;gt; ||Poor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;53&amp;lt;/b&amp;gt; ||Average&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;54&amp;lt;/b&amp;gt; ||Good&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;55&amp;lt;/b&amp;gt; ||Excellent&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;56&amp;lt;/b&amp;gt; ||FUNDS&amp;gt; $&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;57&amp;lt;/b&amp;gt; ||BUILD NEW BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;58&amp;lt;/b&amp;gt; ||BASE INFORMATION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;59&amp;lt;/b&amp;gt; ||EQUIP SUBMARINE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;60&amp;lt;/b&amp;gt; ||BUILD FACILITIES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;61&amp;lt;/b&amp;gt; ||RESEARCH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;62&amp;lt;/b&amp;gt; ||MANUFACTURE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;63&amp;lt;/b&amp;gt; ||TRANSFER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;64&amp;lt;/b&amp;gt; ||PURCHASE/RECRUIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;65&amp;lt;/b&amp;gt; ||SELL/SACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;66&amp;lt;/b&amp;gt; ||GEOSCAPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;67&amp;lt;/b&amp;gt; ||X-Com Bases&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;68&amp;lt;/b&amp;gt; ||Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;69&amp;lt;/b&amp;gt; ||Area&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;70&amp;lt;/b&amp;gt; ||Build New Base&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;71&amp;lt;/b&amp;gt; ||Cancel&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;72&amp;lt;/b&amp;gt; ||COST&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;73&amp;lt;/b&amp;gt; ||CONSTRUCTION TIME&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;74&amp;lt;/b&amp;gt; || days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;75&amp;lt;/b&amp;gt; ||MAINTENANCE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;76&amp;lt;/b&amp;gt; ||OK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;77&amp;lt;/b&amp;gt; ||Installation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;78&amp;lt;/b&amp;gt; ||CURRENT RESEARCH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;79&amp;lt;/b&amp;gt; ||Scientists Available&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;80&amp;lt;/b&amp;gt; ||Scientists Allocated&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;81&amp;lt;/b&amp;gt; ||Laboratory Space Available&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;82&amp;lt;/b&amp;gt; ||RESEARCH PROJECT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;83&amp;lt;/b&amp;gt; ||SCIENTISTS ALLOCATED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;84&amp;lt;/b&amp;gt; ||PROGRESS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;85&amp;lt;/b&amp;gt; ||New Project&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;86&amp;lt;/b&amp;gt; ||NEW RESEARCH PROJECTS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;87&amp;lt;/b&amp;gt; ||SCIENTISTS AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;88&amp;lt;/b&amp;gt; ||LABORATORY SPACE AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;89&amp;lt;/b&amp;gt; ||Increase&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;90&amp;lt;/b&amp;gt; ||Decrease&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;91&amp;lt;/b&amp;gt; ||START PROJECT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;92&amp;lt;/b&amp;gt; ||CURRENT PRODUCTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;93&amp;lt;/b&amp;gt; ||Technicians Available&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;94&amp;lt;/b&amp;gt; ||Technicians Allocated&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;95&amp;lt;/b&amp;gt; ||Workshop Space Available&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;96&amp;lt;/b&amp;gt; ||Current Funds&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;97&amp;lt;/b&amp;gt; ||ITEM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;98&amp;lt;/b&amp;gt; ||Technicians&lt;br /&gt;
Allocated&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;99&amp;lt;/b&amp;gt; ||Units&lt;br /&gt;
Produced&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100&amp;lt;/b&amp;gt; ||Total to&lt;br /&gt;
Produce&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101&amp;lt;/b&amp;gt; ||Cost&lt;br /&gt;
per&lt;br /&gt;
Unit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102&amp;lt;/b&amp;gt; ||Days/Hours&lt;br /&gt;
Left&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103&amp;lt;/b&amp;gt; ||New Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104&amp;lt;/b&amp;gt; ||Production Items&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105&amp;lt;/b&amp;gt; ||CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106&amp;lt;/b&amp;gt; ||START PRODUCTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107&amp;lt;/b&amp;gt; ||Technician hours to produce one unit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108&amp;lt;/b&amp;gt; ||Cost per unit&amp;gt;$&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109&amp;lt;/b&amp;gt; ||Work Space Required&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110&amp;lt;/b&amp;gt; ||SPECIAL MATERIALS REQUIRED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111&amp;lt;/b&amp;gt; ||ITEM&lt;br /&gt;
REQUIRED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112&amp;lt;/b&amp;gt; ||UNITS&lt;br /&gt;
REQUIRED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113&amp;lt;/b&amp;gt; ||UNITS&lt;br /&gt;
AVAILABLE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114&amp;lt;/b&amp;gt; ||STOP PRODUCTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115&amp;lt;/b&amp;gt; ||TECHNICIANS AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116&amp;lt;/b&amp;gt; ||WORKSHOP SPACE AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117&amp;lt;/b&amp;gt; ||Technicians&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118&amp;lt;/b&amp;gt; ||Allocated &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119&amp;lt;/b&amp;gt; ||INCREASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt; ||DECREASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121&amp;lt;/b&amp;gt; ||Units to&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122&amp;lt;/b&amp;gt; ||Produce &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123&amp;lt;/b&amp;gt; ||Purchase/Hire Personnel&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124&amp;lt;/b&amp;gt; ||Current Funds&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125&amp;lt;/b&amp;gt; ||Cost of Purchases&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126&amp;lt;/b&amp;gt; ||COST PER UNIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127&amp;lt;/b&amp;gt; ||QUANTITY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128&amp;lt;/b&amp;gt; ||PERSONNEL AVAILABLE:PERSONNEL TOTAL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129&amp;lt;/b&amp;gt; ||Aquanauts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130&amp;lt;/b&amp;gt; ||Technicians&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131&amp;lt;/b&amp;gt; ||Scientists&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132&amp;lt;/b&amp;gt; ||SPACE USED:SPACE AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133&amp;lt;/b&amp;gt; ||Living Quarters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134&amp;lt;/b&amp;gt; ||Stores&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135&amp;lt;/b&amp;gt; ||Laboratories&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136&amp;lt;/b&amp;gt; ||Work Shops&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137&amp;lt;/b&amp;gt; ||Flying Sub Pens&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138&amp;lt;/b&amp;gt; ||Short Range Sonar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139&amp;lt;/b&amp;gt; ||Defence Strength&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140&amp;lt;/b&amp;gt; ||TRANSFERS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141&amp;lt;/b&amp;gt; ||Transfers&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142&amp;lt;/b&amp;gt; ||Arrival Time (hours)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143&amp;lt;/b&amp;gt; ||Cost&amp;gt;$&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144&amp;lt;/b&amp;gt; ||Area&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145&amp;lt;/b&amp;gt; ||Base Name?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146&amp;lt;/b&amp;gt; ||SELECT POSITION FOR AIR-LOCK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147&amp;lt;/b&amp;gt; ||Transfer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148&amp;lt;/b&amp;gt; ||AMOUNT TO&lt;br /&gt;
TRANSFER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149&amp;lt;/b&amp;gt; ||Select Destination Base&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150&amp;lt;/b&amp;gt; ||Current Funds&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151&amp;lt;/b&amp;gt; ||Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152&amp;lt;/b&amp;gt; ||The Sonic Cannon the most potent of the Sonic weapons family.Featuring a higher range audio oscillator and a larger reverberation chamber than the Blasta.  The Cannon also has a pulse detonation system that alters the ultra-sonic wave by modulation to produce a more effective Sonic Shock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153&amp;lt;/b&amp;gt; ||Heavy Gauss Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154&amp;lt;/b&amp;gt; ||Vibro Blade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155&amp;lt;/b&amp;gt; ||The Alien forces over run the land. Once the Ultimate Alien has been revived they flood the world by melting the ice caps.  The huge Alien ship, T&#039;leth, rises from the ocean and sears the remaining cities to rubble. The atmosphere becomes clogged with the dust of the carnage and the world begins to warm.  The remaining humans are rounded up and utilised to produce breeding stock for a new Alien world. We can offer no resistance to the new world order.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156&amp;lt;/b&amp;gt; ||The knowledge gained during the conflict is lost forever.  You have failed to save the Earth.  Humankind is reduced to materials for Alien schemes, soon the Earth is a flooded and desolate place.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157&amp;lt;/b&amp;gt; ||Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158&amp;lt;/b&amp;gt; ||Heavy Thermic Lance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159&amp;lt;/b&amp;gt; ||You have failed to stop the Alien war machine.  The funding organisations, disillusioned with your ability try to negotiate a non military solution with the Aliens. The Invaders have a very different agenda and soon the whole world is aware of the truth...&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160&amp;lt;/b&amp;gt; ||TOTAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161&amp;lt;/b&amp;gt; ||Income&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162&amp;lt;/b&amp;gt; ||Expenditure&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163&amp;lt;/b&amp;gt; ||Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164&amp;lt;/b&amp;gt; ||Balance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165&amp;lt;/b&amp;gt; ||Alien Activity in Seas&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166&amp;lt;/b&amp;gt; ||Alien Activity in Zones&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167&amp;lt;/b&amp;gt; ||X-Com Activity in Seas&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168&amp;lt;/b&amp;gt; ||X-Com Activity in Zones&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169&amp;lt;/b&amp;gt; ||Finance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170&amp;lt;/b&amp;gt; ||st&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171&amp;lt;/b&amp;gt; ||nd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172&amp;lt;/b&amp;gt; ||rd&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173&amp;lt;/b&amp;gt; ||th&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174&amp;lt;/b&amp;gt; ||Not enough special materials to produce&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175&amp;lt;/b&amp;gt; ||Not enough money to produce&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176&amp;lt;/b&amp;gt; ||Production complete:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177&amp;lt;/b&amp;gt; ||Production of&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178&amp;lt;/b&amp;gt; ||&lt;br /&gt;
at&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179&amp;lt;/b&amp;gt; ||&lt;br /&gt;
 is complete&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180&amp;lt;/b&amp;gt; ||OK - 5 secs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181&amp;lt;/b&amp;gt; ||Research Completed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182&amp;lt;/b&amp;gt; ||VIEW REPORTS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183&amp;lt;/b&amp;gt; ||We can now research&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184&amp;lt;/b&amp;gt; ||We can now produce&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185&amp;lt;/b&amp;gt; ||SUNDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186&amp;lt;/b&amp;gt; ||MONDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187&amp;lt;/b&amp;gt; ||TUESDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188&amp;lt;/b&amp;gt; ||WEDNESDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189&amp;lt;/b&amp;gt; ||THURSDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190&amp;lt;/b&amp;gt; ||FRIDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191&amp;lt;/b&amp;gt; ||SATURDAY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192&amp;lt;/b&amp;gt; ||Not enough &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193&amp;lt;/b&amp;gt; || to refuel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194&amp;lt;/b&amp;gt; || to rearm &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195&amp;lt;/b&amp;gt; || at &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196&amp;lt;/b&amp;gt; ||ALIEN SUB is not recovered&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197&amp;lt;/b&amp;gt; ||ALIEN SUB is recovered&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;198&amp;lt;/b&amp;gt; ||Flying Sub is lost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;199&amp;lt;/b&amp;gt; ||Alien Activity continues&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;200&amp;lt;/b&amp;gt; ||Aliens defeated&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;201&amp;lt;/b&amp;gt; ||Flying Sub is lost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;202&amp;lt;/b&amp;gt; ||Base is lost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;203&amp;lt;/b&amp;gt; ||Base is saved&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;204&amp;lt;/b&amp;gt; ||Base is lost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;205&amp;lt;/b&amp;gt; ||Alien Colony still intact&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;206&amp;lt;/b&amp;gt; ||Alien Colony destroyed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;207&amp;lt;/b&amp;gt; ||Flying Sub is lost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;208&amp;lt;/b&amp;gt; ||ALIENS KILLED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;209&amp;lt;/b&amp;gt; ||ALIEN CORPSES RECOVERED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;210&amp;lt;/b&amp;gt; ||LIVE ALIENS RECOVERED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;211&amp;lt;/b&amp;gt; ||ALIEN ARTEFACTS RECOVERED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;212&amp;lt;/b&amp;gt; ||ALIEN COLONY CONTROL DESTROYED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;213&amp;lt;/b&amp;gt; ||CIVILIANS KILLED BY ALIENS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;214&amp;lt;/b&amp;gt; ||CIVILIANS KILLED BY X-COM OPERATIVES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;215&amp;lt;/b&amp;gt; ||CIVILIANS SAVED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;216&amp;lt;/b&amp;gt; ||X-COM OPERATIVES KILLED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;217&amp;lt;/b&amp;gt; ||X-COM OPERATIVES RETIRED THROUGH INJURY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;218&amp;lt;/b&amp;gt; ||X-COM OPERATIVES MISSING IN ACTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;219&amp;lt;/b&amp;gt; ||X-COM WEAPONS PLATFORM DESTROYED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;220&amp;lt;/b&amp;gt; ||X-COM SUBMARINE LOST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;221&amp;lt;/b&amp;gt; ||UFO RECOVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;222&amp;lt;/b&amp;gt; ||ALIEN COLONY RECOVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;223&amp;lt;/b&amp;gt; || under attack!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;224&amp;lt;/b&amp;gt; ||BASE DEFENCES INITIATED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;225&amp;lt;/b&amp;gt; ||SHIELDS REPEL ALIEN SUB!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;226&amp;lt;/b&amp;gt; ||FIRING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;227&amp;lt;/b&amp;gt; ||HIT!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;228&amp;lt;/b&amp;gt; ||ALIEN SUB DESTROYED!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;229&amp;lt;/b&amp;gt; ||MISSED!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;230&amp;lt;/b&amp;gt; ||Sell Items/Sack Personnel&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;231&amp;lt;/b&amp;gt; ||VALUE OF SALES&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;232&amp;lt;/b&amp;gt; ||FUNDS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;233&amp;lt;/b&amp;gt; ||Sell/Sack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;234&amp;lt;/b&amp;gt; ||Value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;235&amp;lt;/b&amp;gt; ||ALIEN SUB-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;236&amp;lt;/b&amp;gt; ||FLYING SUB&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;237&amp;lt;/b&amp;gt; ||ALIEN SUB CRASH RECOVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;238&amp;lt;/b&amp;gt; ||EXTREME CAUTION - There will be Aliens in the submarine and around the site.  This mission will be completed when all enemy units have been eliminated or neutralised.  Recovery of Alien Sub remains, technology and alien corpses can then be initiated.  To abort the mission return X-Com aquanauts to the submarine and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;239&amp;lt;/b&amp;gt; ||ALIEN SUBMARINE ASSAULT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;240&amp;lt;/b&amp;gt; ||Explore the touchdown site and, if possible, gain entry to the Alien Sub.  The mission will be successful when all enemy units have been eliminated or neutralised.  Recovery of the Alien Sub, artefacts and Alien corpses can then be initiated.  To abort the mission return X-Com aquanauts to the submarine and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;241&amp;lt;/b&amp;gt; ||BASE DEFENCE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;242&amp;lt;/b&amp;gt; ||BASE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;243&amp;lt;/b&amp;gt; ||An Alien vessel has touched down nearby.  Our base is in severe danger.  As per standard procedure all non combat personnel and functional X-Com subs have been evacuated.  Aliens will enter the base via Submarine Pen gates or the air-lock.  Defend the base and its vital installations at all costs - this is a fight to the death.  If you click on the &#039;abort mission&#039; icon you will concede defeat and lose the base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;244&amp;lt;/b&amp;gt; ||ARTEFACT SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;245&amp;lt;/b&amp;gt; ||CRAFT&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;246&amp;lt;/b&amp;gt; ||AIRBORNE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;247&amp;lt;/b&amp;gt; ||Mixed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;248&amp;lt;/b&amp;gt; ||ALIEN SYNOMIUM DEVICE DESTROYED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;249&amp;lt;/b&amp;gt; ||UNABLE TO ENGAGE ENEMY &lt;br /&gt;
WHEN AIRBORNE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;250&amp;lt;/b&amp;gt; ||FAILED TO DESTROY SYNOMIUM DEVICE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;251&amp;lt;/b&amp;gt; ||NO FREE SUB PENS FOR CRAFT PRODUCTION!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen.  Build a new Sub Pen or transfer a sub to another base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;252&amp;lt;/b&amp;gt; ||NO FREE SUB PENS FOR PURCHASE!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen.  Build a new Sub Pen or transfer a sub to another base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;253&amp;lt;/b&amp;gt; ||NO FREE SUB PENS FOR TRANSFER!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen.  Build a new Sub Pen or transfer a sub to another base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;254&amp;lt;/b&amp;gt; ||CANNOT BUILD HERE!�You must build next to an existing pod.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;255&amp;lt;/b&amp;gt; ||NO FREE ACCOMODATION!�The destination base does not have enough space in living quarters.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;256&amp;lt;/b&amp;gt; ||NOT ENOUGH WORK SPACE AVAILABLE!�Build a new workshop or reduce work on other projects.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;257&amp;lt;/b&amp;gt; ||NOT ENOUGH MONEY!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;258&amp;lt;/b&amp;gt; ||NOT ENOUGH TRANSFER SUPPORT!�Wait for existing transfers or purchases to reach destination.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;259&amp;lt;/b&amp;gt; ||NO MORE AQUANAUTS ALLOWED!�You have already recruited the maximum number of aquanauts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;260&amp;lt;/b&amp;gt; ||NOT ENOUGH STORE SPACE!�Build a new store facility or transfer existing stores to other bases.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;261&amp;lt;/b&amp;gt; ||NOT ENOUGH LIVING SPACE!�Build new living quarters or transfer personnel to other bases.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;262&amp;lt;/b&amp;gt; ||NO MORE EQUIPMENT ALLOWED ON BOARD!�You are only allowed to take a maximum of 80 items of equipment on missions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;263&amp;lt;/b&amp;gt; ||TOO MANY BUTTONS!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;264&amp;lt;/b&amp;gt; ||LAUNCH INTERCEPTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;265&amp;lt;/b&amp;gt; ||CRAFT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;266&amp;lt;/b&amp;gt; ||STATUS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;267&amp;lt;/b&amp;gt; ||BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;268&amp;lt;/b&amp;gt; ||READY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;269&amp;lt;/b&amp;gt; ||OUT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;270&amp;lt;/b&amp;gt; ||REPAIRS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;271&amp;lt;/b&amp;gt; ||REFUELLING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;272&amp;lt;/b&amp;gt; ||REARMING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;273&amp;lt;/b&amp;gt; ||TARGET: &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;274&amp;lt;/b&amp;gt; ||ALIEN COLONY-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;275&amp;lt;/b&amp;gt; ||CRASH SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;276&amp;lt;/b&amp;gt; ||TOUCHDOWN SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;277&amp;lt;/b&amp;gt; ||TARGET: WAY POINT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;278&amp;lt;/b&amp;gt; ||Are you sure you want to send this Sub on a mission to T&#039;leth?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;279&amp;lt;/b&amp;gt; ||YES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;280&amp;lt;/b&amp;gt; ||NO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;281&amp;lt;/b&amp;gt; ||SELECT DESTINATION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;282&amp;lt;/b&amp;gt; ||This Site is too Deep &lt;br /&gt;
Returning to base&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;283&amp;lt;/b&amp;gt; ||SELECT SITE FOR NEW BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;284&amp;lt;/b&amp;gt; ||RETURN TO BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;285&amp;lt;/b&amp;gt; ||SELECT NEW TARGET&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;286&amp;lt;/b&amp;gt; ||PATROL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;287&amp;lt;/b&amp;gt; ||STATUS&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;288&amp;lt;/b&amp;gt; ||DAMAGED - RETURNING TO BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;289&amp;lt;/b&amp;gt; ||LOW FUEL - RETURNING TO BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;290&amp;lt;/b&amp;gt; ||PATROLLING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;291&amp;lt;/b&amp;gt; ||TAILING ALIEN SUB&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;292&amp;lt;/b&amp;gt; ||INTERCEPTING ALIEN SUB-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;293&amp;lt;/b&amp;gt; ||RETURNING TO BASE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;294&amp;lt;/b&amp;gt; ||DESTINATION: ALIEN COLONY-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;295&amp;lt;/b&amp;gt; ||DESTINATION: CRASH SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;296&amp;lt;/b&amp;gt; ||DESTINATION: TOUCH DOWN SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;297&amp;lt;/b&amp;gt; ||DESTINATION: WAY POINT-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;298&amp;lt;/b&amp;gt; ||BASE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;299&amp;lt;/b&amp;gt; ||SPEED&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;300&amp;lt;/b&amp;gt; ||MAXIMUM SPEED&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;301&amp;lt;/b&amp;gt; ||DEPTH&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;302&amp;lt;/b&amp;gt; ||SHALLOW&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;303&amp;lt;/b&amp;gt; ||NORMAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;304&amp;lt;/b&amp;gt; ||DEEP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;305&amp;lt;/b&amp;gt; ||VERY DEEP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;306&amp;lt;/b&amp;gt; ||FUEL&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;307&amp;lt;/b&amp;gt; ||WEAPON-1&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;308&amp;lt;/b&amp;gt; ||NONE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;309&amp;lt;/b&amp;gt; ||ROUNDS&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;310&amp;lt;/b&amp;gt; ||WEAPON-2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;311&amp;lt;/b&amp;gt; ||HOSTILE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;312&amp;lt;/b&amp;gt; ||NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;313&amp;lt;/b&amp;gt; ||FRIENDLY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;314&amp;lt;/b&amp;gt; ||COMMITTED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;315&amp;lt;/b&amp;gt; ||GAME OPTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;316&amp;lt;/b&amp;gt; ||LOAD GAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;317&amp;lt;/b&amp;gt; ||SAVE GAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;318&amp;lt;/b&amp;gt; ||FLYING SUB&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;319&amp;lt;/b&amp;gt; ||Base&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;320&amp;lt;/b&amp;gt; ||NAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;321&amp;lt;/b&amp;gt; ||STATUS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;322&amp;lt;/b&amp;gt; ||AMMO&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;323&amp;lt;/b&amp;gt; ||CREW&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;324&amp;lt;/b&amp;gt; ||EQUIPMENT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;325&amp;lt;/b&amp;gt; ||ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;326&amp;lt;/b&amp;gt; ||MAX&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;327&amp;lt;/b&amp;gt; ||Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;328&amp;lt;/b&amp;gt; ||Able Seaman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;329&amp;lt;/b&amp;gt; ||Ensign&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;330&amp;lt;/b&amp;gt; ||Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;331&amp;lt;/b&amp;gt; ||Commander&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;332&amp;lt;/b&amp;gt; ||Captain&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;333&amp;lt;/b&amp;gt; ||Select Squad for &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;334&amp;lt;/b&amp;gt; ||SPACE AVAILABLE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;335&amp;lt;/b&amp;gt; ||SPACE USED&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;336&amp;lt;/b&amp;gt; ||RANK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;337&amp;lt;/b&amp;gt; ||CRAFT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;338&amp;lt;/b&amp;gt; ||WOUNDED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;339&amp;lt;/b&amp;gt; ||Equipment for &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;340&amp;lt;/b&amp;gt; ||Arm &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;341&amp;lt;/b&amp;gt; ||Defence Value&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;342&amp;lt;/b&amp;gt; ||Hit Ratio&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;343&amp;lt;/b&amp;gt; ||ready to&lt;br /&gt;
touchdown near&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;344&amp;lt;/b&amp;gt; ||Begin Mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;345&amp;lt;/b&amp;gt; ||Select Armament&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;346&amp;lt;/b&amp;gt; ||AMMUNITION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;347&amp;lt;/b&amp;gt; ||ARMAMENT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;348&amp;lt;/b&amp;gt; ||AVAILABLE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;349&amp;lt;/b&amp;gt; ||N.A.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;350&amp;lt;/b&amp;gt; ||SELECT ARMOUR FOR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;351&amp;lt;/b&amp;gt; ||TYPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;352&amp;lt;/b&amp;gt; ||PLASTIC AQUA ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;353&amp;lt;/b&amp;gt; ||ION ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;354&amp;lt;/b&amp;gt; ||MAGNETIC ION ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;355&amp;lt;/b&amp;gt; ||Select Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;356&amp;lt;/b&amp;gt; ||ARMOUR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;357&amp;lt;/b&amp;gt; ||NORTH     &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;358&amp;lt;/b&amp;gt; ||NORTH EAST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;359&amp;lt;/b&amp;gt; ||EAST      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;360&amp;lt;/b&amp;gt; ||SOUTH EAST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;361&amp;lt;/b&amp;gt; ||SOUTH     &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;362&amp;lt;/b&amp;gt; ||SOUTH WEST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;363&amp;lt;/b&amp;gt; ||WEST      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;364&amp;lt;/b&amp;gt; ||NORTH WEST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;365&amp;lt;/b&amp;gt; ||SELECT ACTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;366&amp;lt;/b&amp;gt; ||CONTINUE INTERCEPTION PURSUIT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;367&amp;lt;/b&amp;gt; ||PURSUE WITHOUT INTERCEPTION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;368&amp;lt;/b&amp;gt; ||VERY LARGE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;369&amp;lt;/b&amp;gt; ||LARGE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;370&amp;lt;/b&amp;gt; ||MEDIUM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;371&amp;lt;/b&amp;gt; ||SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;372&amp;lt;/b&amp;gt; ||VERY SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;373&amp;lt;/b&amp;gt; ||TOUCHED DOWN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;374&amp;lt;/b&amp;gt; ||SHALLOW&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;375&amp;lt;/b&amp;gt; ||NORMAL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;376&amp;lt;/b&amp;gt; ||DEEP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;377&amp;lt;/b&amp;gt; ||VERY DEEP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;378&amp;lt;/b&amp;gt; ||Detected&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;379&amp;lt;/b&amp;gt; ||SIZE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;380&amp;lt;/b&amp;gt; ||DEPTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;381&amp;lt;/b&amp;gt; ||HEADING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;382&amp;lt;/b&amp;gt; ||SPEED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;383&amp;lt;/b&amp;gt; ||CENTRE ON ALIEN SUB-TIME=5 Secs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;384&amp;lt;/b&amp;gt; ||TRACKING LOST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;385&amp;lt;/b&amp;gt; ||REDIRECT CRAFT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;386&amp;lt;/b&amp;gt; ||GO TO LAST KNOWN ALIEN SUB POSITION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;387&amp;lt;/b&amp;gt; ||ALIEN SUB-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;388&amp;lt;/b&amp;gt; ||CRAFT-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;389&amp;lt;/b&amp;gt; ||BASE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;390&amp;lt;/b&amp;gt; ||ALIEN COLONY-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;391&amp;lt;/b&amp;gt; ||CRASH SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;392&amp;lt;/b&amp;gt; ||TOUCHDOWN SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;393&amp;lt;/b&amp;gt; ||WAY POINT-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;394&amp;lt;/b&amp;gt; ||TERROR SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;395&amp;lt;/b&amp;gt; ||has reached&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;396&amp;lt;/b&amp;gt; ||Destination&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;397&amp;lt;/b&amp;gt; ||Now patrolling&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;398&amp;lt;/b&amp;gt; ||Alien Origins&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;399&amp;lt;/b&amp;gt; ||The Ultimate Threat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;400&amp;lt;/b&amp;gt; ||T&#039;leth, the Alien&#039;s City&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;401&amp;lt;/b&amp;gt; ||UFOpedia&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;402&amp;lt;/b&amp;gt; ||X-COM CRAFT &amp;amp; WEAPONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;403&amp;lt;/b&amp;gt; ||SUBMERSIBLE WEAPONS SYSTEMS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;404&amp;lt;/b&amp;gt; ||GENERAL EQUIPMENT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;405&amp;lt;/b&amp;gt; ||AQUATIC ARTEFACTS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;406&amp;lt;/b&amp;gt; ||X-COM FACILITIES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;407&amp;lt;/b&amp;gt; ||ALIEN CREATURES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;408&amp;lt;/b&amp;gt; ||ALIEN TECHNOLOGY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;409&amp;lt;/b&amp;gt; ||NEW SUBMERSIBLE TECHNOLOGIES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;410&amp;lt;/b&amp;gt; ||ALIEN SUBMARINES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;411&amp;lt;/b&amp;gt; ||SELECT ITEM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;412&amp;lt;/b&amp;gt; || autopsy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;413&amp;lt;/b&amp;gt; ||MAXIMUM SPEED&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;414&amp;lt;/b&amp;gt; ||ACCELERATION&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;415&amp;lt;/b&amp;gt; ||FUEL CAPACITY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;416&amp;lt;/b&amp;gt; ||WEAPON PODS&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;417&amp;lt;/b&amp;gt; ||DAMAGE CAPACITY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;418&amp;lt;/b&amp;gt; ||CARGO SPACE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;419&amp;lt;/b&amp;gt; ||SWS CAPACITY&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;420&amp;lt;/b&amp;gt; ||Damage...............&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;421&amp;lt;/b&amp;gt; ||Range..................&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;422&amp;lt;/b&amp;gt; || km&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;423&amp;lt;/b&amp;gt; ||Accuracy.............&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;424&amp;lt;/b&amp;gt; ||Re-load time....&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;425&amp;lt;/b&amp;gt; ||s&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;426&amp;lt;/b&amp;gt; ||ARMOUR PIERCING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;427&amp;lt;/b&amp;gt; ||PHOSPHOROUS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;428&amp;lt;/b&amp;gt; ||HIGH EXPLOSIVE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;429&amp;lt;/b&amp;gt; ||GAUSS BEAM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;430&amp;lt;/b&amp;gt; ||SONIC BEAM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;431&amp;lt;/b&amp;gt; ||FREEZE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;432&amp;lt;/b&amp;gt; ||6-?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;433&amp;lt;/b&amp;gt; ||7-?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;434&amp;lt;/b&amp;gt; ||8-?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;435&amp;lt;/b&amp;gt; ||9-?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;436&amp;lt;/b&amp;gt; ||TYPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;437&amp;lt;/b&amp;gt; ||ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;438&amp;lt;/b&amp;gt; ||TU COST&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;439&amp;lt;/b&amp;gt; ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;440&amp;lt;/b&amp;gt; ||AMMO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;441&amp;lt;/b&amp;gt; ||Auto&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;442&amp;lt;/b&amp;gt; ||Snap&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;443&amp;lt;/b&amp;gt; ||Aimed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;444&amp;lt;/b&amp;gt; ||Construction Time&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;445&amp;lt;/b&amp;gt; ||days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;446&amp;lt;/b&amp;gt; ||Construction Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;447&amp;lt;/b&amp;gt; ||Maintenance Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;448&amp;lt;/b&amp;gt; || autopsy&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;449&amp;lt;/b&amp;gt; ||-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;450&amp;lt;/b&amp;gt; ||Low&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;451&amp;lt;/b&amp;gt; ||Medium&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;452&amp;lt;/b&amp;gt; ||High&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;453&amp;lt;/b&amp;gt; ||High&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;454&amp;lt;/b&amp;gt; ||Sub Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;455&amp;lt;/b&amp;gt; ||Sub Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;456&amp;lt;/b&amp;gt; ||Heavy Weapons System&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;457&amp;lt;/b&amp;gt; ||Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;458&amp;lt;/b&amp;gt; ||Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;459&amp;lt;/b&amp;gt; ||Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;460&amp;lt;/b&amp;gt; ||Alien Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;461&amp;lt;/b&amp;gt; ||ALIEN SUB component&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;462&amp;lt;/b&amp;gt; ||Plastic Aqua Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;463&amp;lt;/b&amp;gt; ||Raw Materials&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;464&amp;lt;/b&amp;gt; ||Solid Harpoon Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;465&amp;lt;/b&amp;gt; ||Alien&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;466&amp;lt;/b&amp;gt; ||Aquatoid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;467&amp;lt;/b&amp;gt; ||Gill Man&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;468&amp;lt;/b&amp;gt; ||Lobster Man&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;469&amp;lt;/b&amp;gt; ||Tasoth&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;470&amp;lt;/b&amp;gt; ||Calcinite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;471&amp;lt;/b&amp;gt; ||Deep One&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;472&amp;lt;/b&amp;gt; ||Bio-Drone&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;473&amp;lt;/b&amp;gt; ||Tentaculat&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;474&amp;lt;/b&amp;gt; ||Triscene&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;475&amp;lt;/b&amp;gt; ||Hallucinoid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;476&amp;lt;/b&amp;gt; ||Xarquid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;477&amp;lt;/b&amp;gt; || Commander&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;478&amp;lt;/b&amp;gt; || Navigator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;479&amp;lt;/b&amp;gt; || Medic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;480&amp;lt;/b&amp;gt; || Technician&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;481&amp;lt;/b&amp;gt; || Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;482&amp;lt;/b&amp;gt; || Soldier&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;483&amp;lt;/b&amp;gt; || Terrorist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;484&amp;lt;/b&amp;gt; ||Ion-Beam Accelerators&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;485&amp;lt;/b&amp;gt; ||Magnetic Navigation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;486&amp;lt;/b&amp;gt; ||Alien Sub Construction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;487&amp;lt;/b&amp;gt; ||Alien Cryogenics&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;488&amp;lt;/b&amp;gt; ||Alien Cloning&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;489&amp;lt;/b&amp;gt; ||Alien Learning Arrays&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;490&amp;lt;/b&amp;gt; ||Alien Implanter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;491&amp;lt;/b&amp;gt; ||Examination Room&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;492&amp;lt;/b&amp;gt; ||Aqua Plastics&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;493&amp;lt;/b&amp;gt; ||Alien Re-animation Zone&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;494&amp;lt;/b&amp;gt; ||Plastic Aqua-Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;495&amp;lt;/b&amp;gt; ||Ion Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;496&amp;lt;/b&amp;gt; ||Mag. Ion Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;497&amp;lt;/b&amp;gt; ||Aqua Jet Missiles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;498&amp;lt;/b&amp;gt; ||P.W. Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;499&amp;lt;/b&amp;gt; ||Gauss Technology&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;500&amp;lt;/b&amp;gt; ||New Fighter Flying Sub&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;501&amp;lt;/b&amp;gt; ||New Fighter-Transporter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;502&amp;lt;/b&amp;gt; ||The Latest Flying Sub&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;503&amp;lt;/b&amp;gt; ||Gauss Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;504&amp;lt;/b&amp;gt; ||Gauss Rifle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;505&amp;lt;/b&amp;gt; ||Heavy Gauss Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;506&amp;lt;/b&amp;gt; ||Gauss Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;507&amp;lt;/b&amp;gt; ||Sonic Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;508&amp;lt;/b&amp;gt; ||D.U.P. head Missile&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;509&amp;lt;/b&amp;gt; ||Gauss Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;510&amp;lt;/b&amp;gt; ||Sonic Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;511&amp;lt;/b&amp;gt; ||P.W.T. Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;512&amp;lt;/b&amp;gt; ||Bombardment Shield&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;513&amp;lt;/b&amp;gt; ||M.C. Generator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;514&amp;lt;/b&amp;gt; ||M.C.-Lab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;515&amp;lt;/b&amp;gt; ||Transmission Resolver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;516&amp;lt;/b&amp;gt; ||Sixty five million years ago a vast colony ship was sent to the Earth from a distant Alien world.  As the enormous craft approached the infant planet a massive and violent solar flare caused a navigation systems failure. Crippled and failing the vast bulk plummeted through the stratosphere to emerge into Cretaceous  skies.  On the Earth innumerable species of life strained their gazes skywards as their nemesis ploughed into the planet.&lt;br /&gt;
A vast cloud of dust clogged the atmosphere and as the land cooled so the dominant life, the mighty dinosaurs, perished.  But the 400 billion tonnes of  T&#039;leth was not destroyed in the impact, sophisticated super computers initiated a cryogenic sleep cycle for the creatures deep in its holds.   As the aeons passed the computers woke parties of  Aliens to attempt communication with their stellar cousins, all in vain for the core of the Alien power slept on.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;517&amp;lt;/b&amp;gt; ||T&#039;leth the huge Alien colony ship lies embedded in the Sigsbee Deep, in the Gulf of Mexico.   At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it.  In a chamber of Alien metal lies the sleeping form of the great dreamer, the Ultimate Alien.  Raising T&#039;leth above the waves will begin his re-animation cycle, and once risen he will be unstoppable.  Although not alive and some how not dead the Alien mind controls the Alien army.  The weird technology of molecular control connects all Aliens to the One mind and the One mind to all the Aliens.  Genetically mutated Alien/human foetuses supply the Alien mind with energy and form the link between the ruler and his subjects.  The myth of the Ultimate Alien has existed in the hearts and minds of humankind for centuries, the sea has always hidden the ultimate truth.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;518&amp;lt;/b&amp;gt; ||T&#039;LETH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;519&amp;lt;/b&amp;gt; ||Alien Sub Construction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;520&amp;lt;/b&amp;gt; ||Alien Origins&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;521&amp;lt;/b&amp;gt; ||The Final Solution&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;522&amp;lt;/b&amp;gt; ||T&#039;leth the Alien&#039;s City&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;523&amp;lt;/b&amp;gt; ||Particle Dist. Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;524&amp;lt;/b&amp;gt; ||Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;525&amp;lt;/b&amp;gt; ||Coelacanth/G. Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;526&amp;lt;/b&amp;gt; ||Coelacanth/Aqua Jet&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;527&amp;lt;/b&amp;gt; ||Coelacanth/Gauss&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;528&amp;lt;/b&amp;gt; ||Displacer /Sonic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;529&amp;lt;/b&amp;gt; ||Displacer /P. W. T.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;530&amp;lt;/b&amp;gt; ||Ajax Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;531&amp;lt;/b&amp;gt; ||D.U.P. Head Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;532&amp;lt;/b&amp;gt; ||Craft Gas Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;533&amp;lt;/b&amp;gt; ||P.W.T. Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;534&amp;lt;/b&amp;gt; ||Gauss Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;535&amp;lt;/b&amp;gt; ||Sonic Wave&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;536&amp;lt;/b&amp;gt; ||Ajax Torpedoes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;537&amp;lt;/b&amp;gt; ||D.U.P. Head Torpedoes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;538&amp;lt;/b&amp;gt; ||Gas Rounds(x50)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;539&amp;lt;/b&amp;gt; ||P.W.T Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;540&amp;lt;/b&amp;gt; ||Aquanaut&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;541&amp;lt;/b&amp;gt; ||Scientist&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;542&amp;lt;/b&amp;gt; ||Technician&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;543&amp;lt;/b&amp;gt; ||North Atlantic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;544&amp;lt;/b&amp;gt; ||South Atlantic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;545&amp;lt;/b&amp;gt; ||North Pacific&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;546&amp;lt;/b&amp;gt; ||South Pacific&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;547&amp;lt;/b&amp;gt; ||Mediterranean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;548&amp;lt;/b&amp;gt; ||South China Sea&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;549&amp;lt;/b&amp;gt; ||Indian Ocean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;550&amp;lt;/b&amp;gt; ||Sea of Japan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;551&amp;lt;/b&amp;gt; ||North Sea&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;552&amp;lt;/b&amp;gt; ||Caribbean&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;553&amp;lt;/b&amp;gt; ||Antarctic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;554&amp;lt;/b&amp;gt; ||Arctic&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;555&amp;lt;/b&amp;gt; ||Eurasia&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;556&amp;lt;/b&amp;gt; ||North America&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;557&amp;lt;/b&amp;gt; ||Africa&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;558&amp;lt;/b&amp;gt; ||Alien Probe Mission&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;559&amp;lt;/b&amp;gt; ||Alien Interdiction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;560&amp;lt;/b&amp;gt; ||Alien Resource Raid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;561&amp;lt;/b&amp;gt; ||Alien Infiltration&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;562&amp;lt;/b&amp;gt; ||Alien Colony Expansion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;563&amp;lt;/b&amp;gt; ||Alien Surface Attacks&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;564&amp;lt;/b&amp;gt; ||Floating Base Attack&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;565&amp;lt;/b&amp;gt; ||Colony Supply Missions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;566&amp;lt;/b&amp;gt; ||Power Sources&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;567&amp;lt;/b&amp;gt; ||Maximum Speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;568&amp;lt;/b&amp;gt; ||TRANSMISSION RESOLVER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;569&amp;lt;/b&amp;gt; ||TRITON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;570&amp;lt;/b&amp;gt; ||HAMMERHEAD&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;571&amp;lt;/b&amp;gt; ||LEVIATHAN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;572&amp;lt;/b&amp;gt; ||BARRACUDA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;573&amp;lt;/b&amp;gt; ||MANTA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;574&amp;lt;/b&amp;gt; ||ALIEN SUB&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;575&amp;lt;/b&amp;gt; ||AJAX&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;576&amp;lt;/b&amp;gt; ||D.U.P. HEAD&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;577&amp;lt;/b&amp;gt; ||CRAFT GAS CANNON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;578&amp;lt;/b&amp;gt; ||P.W.T CANNON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;579&amp;lt;/b&amp;gt; ||GAUSS CANNON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;580&amp;lt;/b&amp;gt; ||SONIC OSCILLATOR&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;581&amp;lt;/b&amp;gt; ||Damage Capacity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;582&amp;lt;/b&amp;gt; ||Weapon Power&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;583&amp;lt;/b&amp;gt; ||Weapon Range&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;584&amp;lt;/b&amp;gt; ||Air-Lock&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;585&amp;lt;/b&amp;gt; ||Living Quarters&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;586&amp;lt;/b&amp;gt; ||Laboratory&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;587&amp;lt;/b&amp;gt; ||Workshop&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;588&amp;lt;/b&amp;gt; ||Standard Sonar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;589&amp;lt;/b&amp;gt; ||Wide Array Sonar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;590&amp;lt;/b&amp;gt; ||Torpedo Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;591&amp;lt;/b&amp;gt; ||General Stores&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;592&amp;lt;/b&amp;gt; ||Alien Containment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;593&amp;lt;/b&amp;gt; ||Gauss Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;594&amp;lt;/b&amp;gt; ||Sonic Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;595&amp;lt;/b&amp;gt; ||P.W.T. Defences&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;596&amp;lt;/b&amp;gt; ||Pressure Bombardment Shield&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;597&amp;lt;/b&amp;gt; ||Molecular Control Shield&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;598&amp;lt;/b&amp;gt; ||Molecular Control Laboratory&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;599&amp;lt;/b&amp;gt; ||Transmission Resolver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;600&amp;lt;/b&amp;gt; ||Sub Pen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;601&amp;lt;/b&amp;gt; ||USA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;602&amp;lt;/b&amp;gt; ||ALASKA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;603&amp;lt;/b&amp;gt; ||EURO-SYNDICATE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;604&amp;lt;/b&amp;gt; ||ARABIAN BLOC&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;605&amp;lt;/b&amp;gt; ||EGYPTIAN CARTEL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;606&amp;lt;/b&amp;gt; ||AFRICA CORP&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;607&amp;lt;/b&amp;gt; ||BRAZILIAN UNION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;608&amp;lt;/b&amp;gt; ||NEW MEXICO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;609&amp;lt;/b&amp;gt; ||ASIAN COALITION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;610&amp;lt;/b&amp;gt; ||SCANDINAVIA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;611&amp;lt;/b&amp;gt; ||NEO-JAPAN&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;612&amp;lt;/b&amp;gt; ||FREE CHINA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;613&amp;lt;/b&amp;gt; ||AUSTRALASIA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;614&amp;lt;/b&amp;gt; ||FED KOREA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;615&amp;lt;/b&amp;gt; ||EURASIA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;616&amp;lt;/b&amp;gt; ||ICELANDIC UNION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;617&amp;lt;/b&amp;gt; ||The Heavy Thermic Lance is a more powerful version of the TL. Twin heat sources and a extremely high rotation speed means that the Heavy Thermic lance is virtually unstoppable against all materials.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;618&amp;lt;/b&amp;gt; ||THE ENEMY HAS ENTERED AN OCEAN DEEP BEYOND THE DEPTH CAPABILITY OF THIS FLYING SUB.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;619&amp;lt;/b&amp;gt; ||X-Com Aqua-facilities cannot be built on land&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;620&amp;lt;/b&amp;gt; ||Sonic Oscillator&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;621&amp;lt;/b&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;622&amp;lt;/b&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;623&amp;lt;/b&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;624&amp;lt;/b&amp;gt; ||Submersible Weapons System&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;625&amp;lt;/b&amp;gt; ||Civilian&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;626&amp;lt;/b&amp;gt; ||Jan&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;627&amp;lt;/b&amp;gt; ||Feb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;628&amp;lt;/b&amp;gt; ||Mar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;629&amp;lt;/b&amp;gt; ||Apr&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;630&amp;lt;/b&amp;gt; ||May&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;631&amp;lt;/b&amp;gt; ||Jun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;632&amp;lt;/b&amp;gt; ||Jul&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;633&amp;lt;/b&amp;gt; ||Aug&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;634&amp;lt;/b&amp;gt; ||Sep&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;635&amp;lt;/b&amp;gt; ||Oct&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;636&amp;lt;/b&amp;gt; ||Nov&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;637&amp;lt;/b&amp;gt; ||Dec&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;638&amp;lt;/b&amp;gt; ||International Relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;639&amp;lt;/b&amp;gt; ||Organisation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;640&amp;lt;/b&amp;gt; ||Funding&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;641&amp;lt;/b&amp;gt; ||Change&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;642&amp;lt;/b&amp;gt; ||WEAPON&lt;br /&gt;
SYSTEMS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;643&amp;lt;/b&amp;gt; ||CREW&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;644&amp;lt;/b&amp;gt; ||SWSs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;645&amp;lt;/b&amp;gt; ||DAMAGE&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;646&amp;lt;/b&amp;gt; ||The Air-lock allows equipment and personnel to be transferred into or out of an undersea base.  It is always the first facility to be constructed at a new site.  The Air-lock area is vulnerable to intrusion from any potential hostile force.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;647&amp;lt;/b&amp;gt; ||Each accommodation area provides for up to 50 personnel.  The facilities are somewhat basic and functional.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;648&amp;lt;/b&amp;gt; ||Fifty scientists can work in a single laboratory block.  Laboratories are equipped with all the latest technologies for research into materials, biochemistry and weaponry.  X-Com has access to all the best research labs throughout the world, both civilian and military.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;649&amp;lt;/b&amp;gt; ||A workshop contains all the equipment necessary to manufacture equipment based on the latest designs from the science labs.  50 Technicians can occupy one workshop, items under construction will also consume space.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;650&amp;lt;/b&amp;gt; ||A standard sonar system has an effective range of over 450 kilometres at most depths and is linked to geostationary satellite nets for surface analysis.  Each scanner has a 5% chance of detecting a submersible or airborne craft per 10 minute scan cycle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;651&amp;lt;/b&amp;gt; ||A wide array sonar system has an effective range of over 700 kilometres at all depths and is linked to geostationary satellite nets for surface analysis.  Each scanner has a 5% chance of detecting a submersible or airborne craft every 10 minute scan cycle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;652&amp;lt;/b&amp;gt; ||Torpedo defence systems provide protection against attack by hostile submersibles which are attempting to dock at the base.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;653&amp;lt;/b&amp;gt; ||All equipment, weapons systems, munitions, recovered material and Submersible Weapons Systems are placed in stores, with the exception of equipment assigned to Subs in Pens.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;654&amp;lt;/b&amp;gt; ||Live Aliens will require special containment facilities to hold them.  These units maintain their life systems and render their combat potential to zero.  The containment facility can keep 10 Alien life forms in confinement units.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;655&amp;lt;/b&amp;gt; ||The Gauss defence provides the latest and most effective protection against attack by hostile submarines.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;656&amp;lt;/b&amp;gt; ||Sonic Oscillator defences provide powerful and efficient protection against aggressors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;657&amp;lt;/b&amp;gt; ||Pulse Wave Torpedoes provide the most effective defence against Alien attacks.  These missiles have super dense war heads which can penetrate all known armour. The magnetic waves they produce disable electronic defences.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;658&amp;lt;/b&amp;gt; ||The Pressure Bombardment shield protects the base from Alien submersibles docking and sets up a resonating field that repulses attacking subs long enough for defence systems to fire repeatedly.  In effect this doubles the effectiveness of any defence systems already deployed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;659&amp;lt;/b&amp;gt; ||Since Alien subs utilise Molecular Control Technology to detect the presence of living creatures, using a negative M.C. emitter will blanket a base with an impenetrable shield to confuse the Aliens and disguise our presence&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;660&amp;lt;/b&amp;gt; ||The Molecular Control lab can implant and train up to ten aquanauts at one time..  Implants are surgically installed in the skulls of aquanauts.  Extensive training allows them to utilise their implants. Implant skills are used in conjunction with a Molecular Devices and can be used for attacks during combat.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;661&amp;lt;/b&amp;gt; ||Alien communications utilise the Molecular control implant network the Aliens have built up.  The transmission resolver facility intercepts Alien Sub transmissions and decodes the information.  This will show the type of Alien Sub, the Alien race and the type of activity that is occurring.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;662&amp;lt;/b&amp;gt; ||Each Pen can accommodate one submarine.  There are facilities for maintenance, refuelling and repair of the X-Com submarine fleet.  Each Flying Sub stationed at a base must have a free Pen assigned to it which cannot be used by other Subs, even if the assigned submarine is out on a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;663&amp;lt;/b&amp;gt; ||The X-Com dart gun is a small, accurate, high powered unit with a 10 hollow dart ammo clip.  The darts are fired by a gas cartridge in the ammo pod.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;664&amp;lt;/b&amp;gt; ||This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10.  Each harpoon has its own gas reservoir.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;665&amp;lt;/b&amp;gt; ||The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favourite weapon amongst experienced aquanauts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;666&amp;lt;/b&amp;gt; ||Hydro-Jet Cannons are a heavy infantry weapon system.  The cannon fires magnesium fuelled mini-torpedoes.  Although powerful, the Hydro-Jet Cannon is a clumsy and unwieldy device, suitable for aquatic use only.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;667&amp;lt;/b&amp;gt; ||A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit.  A devastating weapon, with only manual loading being its drawback.  Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;668&amp;lt;/b&amp;gt; ||The Gauss pistol uses accelerated particle technology, a new development in modern weaponry. It is fast, accurate and functions above and below water.  Gauss technology is a development of the Plasma technologies learned from the previous war.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;669&amp;lt;/b&amp;gt; ||A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators.  Replacing the Elerium powered Plasma system we have utilised a micro particle accelerator that generates a stream of anti-protons.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;670&amp;lt;/b&amp;gt; ||The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable.  The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;671&amp;lt;/b&amp;gt; ||This standard issue grenade has an accurate and sophisticated timer for precision control.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;672&amp;lt;/b&amp;gt; ||Dye grenades are dual role items, useful for providing cover in exposed situations.  Functioning in both water and land environments the dye is ejected as a particle cloud,  producing an octopus like ink spray in water or dense air borne cloud on land.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;673&amp;lt;/b&amp;gt; ||A proximity grenade which can be thrown like an ordinary grenade but is triggered by nearby movement after it is deployed.  Skill and training are required to use these devices properly.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;674&amp;lt;/b&amp;gt; ||This explosive should only be used for demolition purposes.  However past experience has shown that these powerful explosive packs are ideal weapons for rooting out Aliens.  The blast radius is large so ensure no aquanauts are within the minimum safe distance.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;675&amp;lt;/b&amp;gt; ||This new device uses a variety of detectors and advanced computer systems to identify moving enemy units in water.  Click on the Disturbance Sensor icon on the tactical display.  Select &#039;Use Sensor&#039; from the menu.  The Sensor display shows an arrow in the centre which is the direction the aquanaut is facing (North is at the top).  The blips show units which have moved recently.  Large units, or fast moving units, will produce larger blips.  Static units will not show up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;676&amp;lt;/b&amp;gt; ||To use this you face the injured X-Com agent or stand over the body of a stunned aquanaut.&lt;br /&gt;
HEALING&amp;gt; Red indicates wounds.  Select body part and click on the &#039;Heal&#039; button.  One fatal wound will be healed and health restored.&lt;br /&gt;
STIMULANT&amp;gt; Restores energy and revives stunned aquanauts. To revive an unconscious aquanaut you must stand directly over the body.&lt;br /&gt;
PAIN KILLER&amp;gt; Restores the morale of wounded aquanauts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;677&amp;lt;/b&amp;gt; ||The ultimate in M.C. technology. This can only be used underwaterby aquanauts with M.C. skills.  Click on the Disruptor, select the type of attack, and select a target unit with the cursor.  There are two types of Disruptor attack:&lt;br /&gt;
JAM IMPLANT&amp;gt; If successful the unit becomes confused and it may panic.&lt;br /&gt;
CONTROL IMPLANT&amp;gt; If successful you will gain control of the enemy unit.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;678&amp;lt;/b&amp;gt; ||This device can only be used in close combat, but will stun a living organism without killing it by freezing the creature.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;679&amp;lt;/b&amp;gt; ||The subject has died due to the trauma of interrogation.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;680&amp;lt;/b&amp;gt; ||Inside the bodies of Aliens we have found small surgically implanted units.  These are Control Implants designed by the Aquatoids to allow the constant supply of information from the battlefield, even at great distances.  The Molecular Control Reader is an Alien communication device which is used to take information directly from M.C. Implants.  X-Com units can use this device in combat to display an Alien&#039;s characteristics.  Select the &#039;use&#039; option.  Then click on an Alien with the cursor.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;681&amp;lt;/b&amp;gt; ||Sonic pistols are an Alien weapon based on ultra-sonic audio waves that can jellify bone in seconds.  The Ultra-Sonic waves occupy a range beyond the scope of human hearing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;682&amp;lt;/b&amp;gt; ||A more powerful Sonic device. Not even high carbon steel is immune to this weapon.  The highly compact wave emitter is enhanced by a super conductor amplifier to increase the power of this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;683&amp;lt;/b&amp;gt; ||Size&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;684&amp;lt;/b&amp;gt; ||The corpse may be researched for a full autopsy report.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;685&amp;lt;/b&amp;gt; ||Not enough ammunition to arm&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;686&amp;lt;/b&amp;gt; ||This is an Alien aquatic use only guided weapon firing self propelled &#039;Disruptor Projectiles&#039;.  When you click to fire the weapon it will generate &#039;way points&#039; for the Projectile to follow.  When you have positioned enough way points click on the launch icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;687&amp;lt;/b&amp;gt; ||A small Thermal Shok launcher which fires chemical freeze bombs. Very useful for capturing live Aliens.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;688&amp;lt;/b&amp;gt; ||This device works in the same way as a standard issue grenade - except that it is many times more powerful.  The grenade uses a single pulse sonic blast that is emitted in all directions simultaneously.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;689&amp;lt;/b&amp;gt; ||Survey Ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;690&amp;lt;/b&amp;gt; ||Escort&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;691&amp;lt;/b&amp;gt; ||Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;692&amp;lt;/b&amp;gt; ||Heavy Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;693&amp;lt;/b&amp;gt; ||Hunter&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;694&amp;lt;/b&amp;gt; ||Battleship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;695&amp;lt;/b&amp;gt; ||Dreadnought&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;696&amp;lt;/b&amp;gt; ||Fleet Supply Cruiser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;697&amp;lt;/b&amp;gt; ||RATING&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;698&amp;lt;/b&amp;gt; ||TERRIBLE!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;699&amp;lt;/b&amp;gt; ||POOR!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;700&amp;lt;/b&amp;gt; ||OK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;701&amp;lt;/b&amp;gt; ||GOOD!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;702&amp;lt;/b&amp;gt; ||EXCELLENT!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;703&amp;lt;/b&amp;gt; ||SCORE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;704&amp;lt;/b&amp;gt; ||X-COM MONTHLY REPORT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;705&amp;lt;/b&amp;gt; ||Month&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;706&amp;lt;/b&amp;gt; ||The committee of funding organisations is generally satisfied with your progress so far.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;707&amp;lt;/b&amp;gt; ||The committee of funding organisations is very pleased with your excellent progress.  Keep up the good work.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;708&amp;lt;/b&amp;gt; ||The committee of funding organisations is dissatisfied with your performance.  You must improve your effectiveness in dealing with the Alien menace or risk termination funding support for X-Com.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;709&amp;lt;/b&amp;gt; ||You have not succeeded in dealing with the Alien invasion and the committee of funding organisations has regrettably decided to terminate funding X-Com.  Each organisation shall deal with the problem as they see fit.  We can only hope that we can come to some accommodation with these ancient forces, and that the general population will come to terms with the aquatic visitors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;710&amp;lt;/b&amp;gt; || is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;711&amp;lt;/b&amp;gt; || are particularly happy with your progress in dealing with local Alien incursion and have agreed to increase their funding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;712&amp;lt;/b&amp;gt; || and &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;713&amp;lt;/b&amp;gt; || is unhappy with your ability to deal with Alien activity in its Seas and has decided to reduce its financial commitment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;714&amp;lt;/b&amp;gt; || are unhappy with your ability to deal with Alien activity in their Sea and have decided to reduce their funding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;715&amp;lt;/b&amp;gt; ||km&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;716&amp;lt;/b&amp;gt; || has signed a co-operation agreement with the Alien forces and has withdrawn from X-Com funding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;717&amp;lt;/b&amp;gt; || have signed a co-operation agreement with Alien forces and have withdrawn from the X-Com funding.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;718&amp;lt;/b&amp;gt; ||Monthly Rating&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;719&amp;lt;/b&amp;gt; ||Funding change&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;720&amp;lt;/b&amp;gt; ||The funding organisation is not happy with your financial position.  You must reduce your debts below $2million or the X-Com will be terminated.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;721&amp;lt;/b&amp;gt; ||SUB-PARTICLE TRANSMISSIONS RESOLVED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;722&amp;lt;/b&amp;gt; ||SUB TYPE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;723&amp;lt;/b&amp;gt; ||RACE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;724&amp;lt;/b&amp;gt; ||MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;725&amp;lt;/b&amp;gt; ||ZONE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;726&amp;lt;/b&amp;gt; ||Allocate Research&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;727&amp;lt;/b&amp;gt; ||Allocate Manufacture&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;728&amp;lt;/b&amp;gt; ||Azores&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;729&amp;lt;/b&amp;gt; ||Reykjavik&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;730&amp;lt;/b&amp;gt; ||Bermuda&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;731&amp;lt;/b&amp;gt; ||New York&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;732&amp;lt;/b&amp;gt; ||Boston&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;733&amp;lt;/b&amp;gt; ||Fort Severn&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;734&amp;lt;/b&amp;gt; ||Dakar&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;735&amp;lt;/b&amp;gt; ||Recife&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;736&amp;lt;/b&amp;gt; ||Accra&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;737&amp;lt;/b&amp;gt; ||Ascension Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;738&amp;lt;/b&amp;gt; ||Trinidade Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;739&amp;lt;/b&amp;gt; ||Falkland Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;740&amp;lt;/b&amp;gt; ||Canary Islands&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;741&amp;lt;/b&amp;gt; ||Anchorage&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;742&amp;lt;/b&amp;gt; ||St Lawrence Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;743&amp;lt;/b&amp;gt; ||San Francisco&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;744&amp;lt;/b&amp;gt; ||Midway Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;745&amp;lt;/b&amp;gt; ||Vancouver&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;746&amp;lt;/b&amp;gt; ||Tasmania&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;747&amp;lt;/b&amp;gt; ||Hawaii&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;748&amp;lt;/b&amp;gt; ||Fiji&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;749&amp;lt;/b&amp;gt; ||Tonga&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;750&amp;lt;/b&amp;gt; ||Easter Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;751&amp;lt;/b&amp;gt; ||Galapagos Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;752&amp;lt;/b&amp;gt; ||Wellington&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;753&amp;lt;/b&amp;gt; ||Solomon Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;754&amp;lt;/b&amp;gt; ||Crete&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;755&amp;lt;/b&amp;gt; ||Lisbon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;756&amp;lt;/b&amp;gt; ||Port Said&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;757&amp;lt;/b&amp;gt; ||Marseilles&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;758&amp;lt;/b&amp;gt; ||Tripoli&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;759&amp;lt;/b&amp;gt; ||Manila&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;760&amp;lt;/b&amp;gt; ||Hong Kong&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;761&amp;lt;/b&amp;gt; ||Singapore&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;762&amp;lt;/b&amp;gt; ||Bangkok&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;763&amp;lt;/b&amp;gt; ||Darwin&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;764&amp;lt;/b&amp;gt; ||Bombay&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;765&amp;lt;/b&amp;gt; ||Seychelles Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;766&amp;lt;/b&amp;gt; ||Maldive Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;767&amp;lt;/b&amp;gt; ||Sri Lanka&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;768&amp;lt;/b&amp;gt; ||Mauritius&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;769&amp;lt;/b&amp;gt; ||Tokyo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;770&amp;lt;/b&amp;gt; ||Shanghai&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;771&amp;lt;/b&amp;gt; ||Vladivostok&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;772&amp;lt;/b&amp;gt; ||London&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;773&amp;lt;/b&amp;gt; ||Faeroe Island&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;774&amp;lt;/b&amp;gt; ||Aberdeen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;775&amp;lt;/b&amp;gt; ||Oslo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;776&amp;lt;/b&amp;gt; ||Jamaica&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;777&amp;lt;/b&amp;gt; ||Panama&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;778&amp;lt;/b&amp;gt; ||Miami&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;779&amp;lt;/b&amp;gt; ||X-Com:� Terror from the Deep&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;780&amp;lt;/b&amp;gt; ||New Game&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;781&amp;lt;/b&amp;gt; ||Load Saved Game&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;782&amp;lt;/b&amp;gt; ||Select Difficulty Level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;783&amp;lt;/b&amp;gt; ||1&amp;gt; Beginner&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;784&amp;lt;/b&amp;gt; ||2&amp;gt; Experienced&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;785&amp;lt;/b&amp;gt; ||3&amp;gt; Veteran&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;786&amp;lt;/b&amp;gt; ||4&amp;gt; Genius&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;787&amp;lt;/b&amp;gt; ||5&amp;gt; Superhuman&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;788&amp;lt;/b&amp;gt; ||Time&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;789&amp;lt;/b&amp;gt; ||Date&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;790&amp;lt;/b&amp;gt; ||Select game to load&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;791&amp;lt;/b&amp;gt; ||Select save position&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;792&amp;lt;/b&amp;gt; ||MOLECULAR CONTROL TRAINING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;793&amp;lt;/b&amp;gt; ||Remaining M.C. capacity&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;794&amp;lt;/b&amp;gt; ||M.C.&lt;br /&gt;
Strength&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;795&amp;lt;/b&amp;gt; ||M.C. Skill&lt;br /&gt;
/Improvement&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;796&amp;lt;/b&amp;gt; ||M.C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;797&amp;lt;/b&amp;gt; ||In&lt;br /&gt;
Training?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;798&amp;lt;/b&amp;gt; ||TARGETTED BY:&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;799&amp;lt;/b&amp;gt; ||WEAPONS/&lt;br /&gt;
CREW/SWSs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;800&amp;lt;/b&amp;gt; ||ABANDON GAME&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;801&amp;lt;/b&amp;gt; ||Quit to DOS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;802&amp;lt;/b&amp;gt; ||is low on fuel,&lt;br /&gt;
returning to base&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;803&amp;lt;/b&amp;gt; ||Aquanaut List&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;804&amp;lt;/b&amp;gt; ||RANK&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;805&amp;lt;/b&amp;gt; ||MISSIONS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;806&amp;lt;/b&amp;gt; ||KILLS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;807&amp;lt;/b&amp;gt; ||WOUND RECOVERY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;808&amp;lt;/b&amp;gt; ||TIME UNITS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;809&amp;lt;/b&amp;gt; ||STAMINA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;810&amp;lt;/b&amp;gt; ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;811&amp;lt;/b&amp;gt; ||BRAVERY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;812&amp;lt;/b&amp;gt; ||REACTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;813&amp;lt;/b&amp;gt; ||FIRING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;814&amp;lt;/b&amp;gt; ||THROWING ACCURACY&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;815&amp;lt;/b&amp;gt; ||STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;816&amp;lt;/b&amp;gt; ||M.C. STRENGTH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;817&amp;lt;/b&amp;gt; ||M.C. SKILL&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;818&amp;lt;/b&amp;gt; ||NEW RANK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;819&amp;lt;/b&amp;gt; ||Promotions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;820&amp;lt;/b&amp;gt; ||AQUANAUTS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;821&amp;lt;/b&amp;gt; ||Automated SWS&#039;s have high manuverability and hull strength. They provide heavy troop support at all depths.  SWS&#039;s are re-armed automatically if you have enough ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;822&amp;lt;/b&amp;gt; ||This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater.  Ensure stores are well stocked with Aqua-Jet Torpedoes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;823&amp;lt;/b&amp;gt; ||Gauss technology provides a powerful weapon system for SWS&#039;s.  Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;824&amp;lt;/b&amp;gt; ||Alien technology has redefined the SWS. The ability to utilise Ion Displacers means that SWS&#039;s are no longer restricted to the land/seabed.  Sonic weaponry gives a real advantage in battle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;825&amp;lt;/b&amp;gt; ||This SWS features Pulse Wave weapons for aquatic use. You must manufacture PWT&#039;s to keep them fully armed.  To fire, select a number of &#039;way points&#039; then click on the launch icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;826&amp;lt;/b&amp;gt; ||This compact device is used as ammunition for a Heavy Sonic Gun.  It contains a small quantity of Zrbite.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;827&amp;lt;/b&amp;gt; ||This small object is used as a power source for a Sonic Rifle, a potent Alien weapon, and contains a small quantity of Zrbite.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;828&amp;lt;/b&amp;gt; ||Power source for the compact Alien Sonic Pistol.  Contains Zrbite - the source of all Alien power.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;829&amp;lt;/b&amp;gt; ||The Thermal Shok bomb is used for capturing live humans, but it can also be used against most Alien races.  It is fired from a Thermal Shok Cannon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;830&amp;lt;/b&amp;gt; ||The Vibroblade is a long sharp knife blade of titanium which spins at over 6000 rpm, this device can crack even the toughest diving armour. The power source is an Alien invention, our attempt at building these items before met  with dismal failure, our blades rotated too slowly or exploded under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;831&amp;lt;/b&amp;gt; ||The Thermic Lance is a logical extension of the Vibroblade technology The blade revolves at high speed and a Zrbite power source superheats the blade to cut armour like a warm knife through butter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;832&amp;lt;/b&amp;gt; ||The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area.  The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;833&amp;lt;/b&amp;gt; ||The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun.  They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;834&amp;lt;/b&amp;gt; ||The sinking of ships and the downing of aircraft are key elements of the Alien strategy.  The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts.  The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;835&amp;lt;/b&amp;gt; ||This can result in official contact between Aliens and corporations or governments at the highest level.  The climax of this activity is characterised by intense Alien Sub activity in the waters of the organisation concerned.  The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies.  This Alien activity represents a major threat to X-Com.  If a corporation or government co-operates with the invaders then its funding ceases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;836&amp;lt;/b&amp;gt; ||Aliens will construct secret undersea colonies in remote locations. After some initial reconnaissance flights some intense Alien Sub activity will occur as the colony is being built.  These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation.  The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs.  In order to locate a colony an X-Com sub must patrol an area for a few hours to stand some chance of successful detection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;837&amp;lt;/b&amp;gt; ||When the Aliens need humans they terrorise a port, attack an island, or raid a ship.  Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;838&amp;lt;/b&amp;gt; ||If X-Com intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action.  This could result in a direct attack against an X-Com facility.  However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;839&amp;lt;/b&amp;gt; ||Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship.  If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;840&amp;lt;/b&amp;gt; ||This tiny submarine is used for reconnaissance and survey missions.  It normally precedes larger vessels at the start of an Alien task force.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;841&amp;lt;/b&amp;gt; ||A medium sized escort vessel that is of little threat on its own.  This craft precedes the arrival of larger vessels and increased activities.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;842&amp;lt;/b&amp;gt; ||The Cruiser is a general purpose craft, the mainstay of the Alien fleet, it is used in all types of Alien missions and is a dangerous adversary.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;843&amp;lt;/b&amp;gt; ||The heavy cruiser is a more powerful ship than the cruiser, larger weapons and propulsion systems boost its power.  The Heavy Cruiser is used for resource missions to collect large quantities of minerals and equipment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;844&amp;lt;/b&amp;gt; ||This vessel is equipped with an examination room for performing experiments and surgery on human subjects.  The victims are subjected to the foulest tortures and the brain is often removed and stored for processing en-route.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;845&amp;lt;/b&amp;gt; ||The battleship is the most aggressive ship the Aliens posses, it features all the Alien technologies and systems to act as a base of operations for any form of aggressive act the Aliens may want to perform, it carries a wide array of weapons.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;846&amp;lt;/b&amp;gt; ||The Dreadnought is a super troop carrier, fully equipped with all Alien technologies and a vast payload.  The Dreadnought is a tough and formidable opponent.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;847&amp;lt;/b&amp;gt; ||The supply vessel is used during the construction of Alien colonies or for supplying existing colonies.  It carries Alien nutrients, DNA, foetuses and other biological components.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;848&amp;lt;/b&amp;gt; ||Dismantle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;849&amp;lt;/b&amp;gt; ||AQUA-POD IN USE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;850&amp;lt;/b&amp;gt; ||CANNOT DISMANTLE AQUA-POD!�All base Pods must be linked to the air-lock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;851&amp;lt;/b&amp;gt; ||Transfer Items to &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;852&amp;lt;/b&amp;gt; ||NO ALIEN CONTAINMENT FOR TRANSFER!�Live Aliens need an Alien containment equipment in order to survive.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;853&amp;lt;/b&amp;gt; ||AMOUNT AT&lt;br /&gt;
DESTINATION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;854&amp;lt;/b&amp;gt; ||Alien dies as there is no Alien containment facility&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;855&amp;lt;/b&amp;gt; ||NO FREE ACCOMODATION!�The destination base does not have enough space in the living quarters for the crew assigned to the sub.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;856&amp;lt;/b&amp;gt; ||Items Arriving&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;857&amp;lt;/b&amp;gt; ||Dart Gun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;858&amp;lt;/b&amp;gt; ||Dart Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;859&amp;lt;/b&amp;gt; ||Jet Harpoon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;860&amp;lt;/b&amp;gt; ||Harpoon Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;861&amp;lt;/b&amp;gt; ||Gas Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;862&amp;lt;/b&amp;gt; ||GC-AP Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;863&amp;lt;/b&amp;gt; ||GC-HE Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;864&amp;lt;/b&amp;gt; ||GC-Phosphorous Bolts&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;865&amp;lt;/b&amp;gt; ||Hydro-Jet Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;866&amp;lt;/b&amp;gt; ||HJ-AP Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;867&amp;lt;/b&amp;gt; ||HJ-HE Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;868&amp;lt;/b&amp;gt; ||HJ-P Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;869&amp;lt;/b&amp;gt; ||Torpedo Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;870&amp;lt;/b&amp;gt; ||Small Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;871&amp;lt;/b&amp;gt; ||Large Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;872&amp;lt;/b&amp;gt; ||Phosphor Torpedo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;873&amp;lt;/b&amp;gt; ||Gauss Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;874&amp;lt;/b&amp;gt; ||Gauss Rifle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;875&amp;lt;/b&amp;gt; ||Heavy Gauss&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;876&amp;lt;/b&amp;gt; ||Magna-Blast Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;877&amp;lt;/b&amp;gt; ||Dye Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;878&amp;lt;/b&amp;gt; ||Particle Disturbance Grenade&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;879&amp;lt;/b&amp;gt; ||Magna-Pack Explosive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;880&amp;lt;/b&amp;gt; ||Particle Disturbance Sensor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;881&amp;lt;/b&amp;gt; ||Medi-Kit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;882&amp;lt;/b&amp;gt; ||M.C. Disruptor&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;883&amp;lt;/b&amp;gt; ||Thermal Tazer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;884&amp;lt;/b&amp;gt; ||Sonic Cannon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;885&amp;lt;/b&amp;gt; ||Cannon Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;886&amp;lt;/b&amp;gt; ||Sonic-Blasta Rifle&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;887&amp;lt;/b&amp;gt; ||Blasta Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;888&amp;lt;/b&amp;gt; ||Sonic Pistol&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;889&amp;lt;/b&amp;gt; ||Pistol Power Clip&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;890&amp;lt;/b&amp;gt; ||Disruptor Pulse Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;891&amp;lt;/b&amp;gt; ||Disruptor Ammo&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;892&amp;lt;/b&amp;gt; ||Thermal Shok Launcher&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;893&amp;lt;/b&amp;gt; ||Thermal Shok Bomb&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;894&amp;lt;/b&amp;gt; ||Sonic Pulser&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;895&amp;lt;/b&amp;gt; ||Zrbite&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;896&amp;lt;/b&amp;gt; ||M.C. Reader&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;897&amp;lt;/b&amp;gt; ||Aquatoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;898&amp;lt;/b&amp;gt; ||Gill Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;899&amp;lt;/b&amp;gt; ||Lobster Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;900&amp;lt;/b&amp;gt; ||Tasoth Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;901&amp;lt;/b&amp;gt; ||Calcinite Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;902&amp;lt;/b&amp;gt; ||Deep One Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;903&amp;lt;/b&amp;gt; ||Bio-Drone Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;904&amp;lt;/b&amp;gt; ||Tentaculat Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;905&amp;lt;/b&amp;gt; ||Triscene Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;906&amp;lt;/b&amp;gt; ||Hallucinoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;907&amp;lt;/b&amp;gt; ||Xarquid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;908&amp;lt;/b&amp;gt; ||Not enough rounds to arm SWS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;909&amp;lt;/b&amp;gt; ||Not enough Torpedoes to arm SWS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;910&amp;lt;/b&amp;gt; ||Not enough PWT&#039;s to arm SWS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;911&amp;lt;/b&amp;gt; ||Not enough equipment to fully re-equip squad&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;912&amp;lt;/b&amp;gt; ||SHOTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;913&amp;lt;/b&amp;gt; ||This Armour utilises the newly discovered Alien substance, Aqua-plastic, and ensures our Aquanauts are given a fighting chance against the Alien incursion&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;914&amp;lt;/b&amp;gt; ||A powerful new protection for Aquanauts, this armour is powered by an ION energy source and greatly amplifies the speed and strength of the wearer, it offers the best protection yet for combat troops.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;915&amp;lt;/b&amp;gt; ||An enhancement for the ION armour incorporating the Magnetic Array technology to allow full freedom of movement in the aquatic environment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;916&amp;lt;/b&amp;gt; ||&lt;br /&gt;
in order to use or produce the&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;917&amp;lt;/b&amp;gt; ||The Aliens have destroyed the undefended base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;918&amp;lt;/b&amp;gt; ||X-Com patrols have located an Alien colony in &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;919&amp;lt;/b&amp;gt; ||STANDOFF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;920&amp;lt;/b&amp;gt; ||CAUTIOUS ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;921&amp;lt;/b&amp;gt; ||STANDARD ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;922&amp;lt;/b&amp;gt; ||AGGRESSIVE ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;923&amp;lt;/b&amp;gt; ||DISENGAGING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;924&amp;lt;/b&amp;gt; ||ALIEN SUB HIT!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;925&amp;lt;/b&amp;gt; ||ALIEN SUB DESTROYED!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;926&amp;lt;/b&amp;gt; ||ALIEN SUB DOWNED!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;927&amp;lt;/b&amp;gt; ||Minimise at Stand-off Range Only&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;928&amp;lt;/b&amp;gt; ||ALIEN SUB RETURN FIRE!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;929&amp;lt;/b&amp;gt; ||&amp;gt;&amp;gt;&amp;gt; FLYING SUB DAMAGED &amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;930&amp;lt;/b&amp;gt; ||&amp;gt;&amp;gt;&amp;gt; FLYING SUB DESTROYED &amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;931&amp;lt;/b&amp;gt; ||ALIEN FLYING SUB ESCAPING!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;932&amp;lt;/b&amp;gt; ||ALIENS LAUNCH&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;933&amp;lt;/b&amp;gt; ||Wide band Detection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;934&amp;lt;/b&amp;gt; ||STORES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;935&amp;lt;/b&amp;gt; ||Difficulty Level&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;936&amp;lt;/b&amp;gt; ||INTERCEPT&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;937&amp;lt;/b&amp;gt; ||BASES&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;938&amp;lt;/b&amp;gt; ||GRAPHS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;939&amp;lt;/b&amp;gt; ||UFOPEADIA&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;940&amp;lt;/b&amp;gt; ||OPTIONS&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;941&amp;lt;/b&amp;gt; ||FUNDING&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;942&amp;lt;/b&amp;gt; ||5 Secs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;943&amp;lt;/b&amp;gt; ||1 Min&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;944&amp;lt;/b&amp;gt; ||5 Mins&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;945&amp;lt;/b&amp;gt; ||30 Mins&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;946&amp;lt;/b&amp;gt; ||1 Hour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;947&amp;lt;/b&amp;gt; ||1 Day&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;948&amp;lt;/b&amp;gt; ||X-Com Performance Roster&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;949&amp;lt;/b&amp;gt; ||Enter Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;950&amp;lt;/b&amp;gt; ||Performance Rating&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;951&amp;lt;/b&amp;gt; ||Victory Date&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;952&amp;lt;/b&amp;gt; ||Chemical-flare&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;953&amp;lt;/b&amp;gt; ||This compact device produces a bright flare of light at any depth or on dry land.  This illuminates enemy units in the vicinity of the flare during deep sea or night missions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;954&amp;lt;/b&amp;gt; ||Monthly Costs&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;955&amp;lt;/b&amp;gt; ||Flying Sub Rental&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;956&amp;lt;/b&amp;gt; ||Salaries&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;957&amp;lt;/b&amp;gt; ||Base maintenance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;958&amp;lt;/b&amp;gt; ||Cost per unit&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;959&amp;lt;/b&amp;gt; ||Quantity&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;960&amp;lt;/b&amp;gt; ||Total&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;961&amp;lt;/b&amp;gt; || day&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;962&amp;lt;/b&amp;gt; || days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;963&amp;lt;/b&amp;gt; ||In M.C. Implantation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;964&amp;lt;/b&amp;gt; ||This device is a Disruptor Pulse Projectile fitted with an onboard computer guidance system.  It is fired from a Disruptor Pulse launcher.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;965&amp;lt;/b&amp;gt; ||Please look up the page listed below in your Game Manual, and enter the eight digit code listed at the bottom of the page.&lt;br /&gt;
EG:  Page 13 of Game Manual Code: 3994-9668&lt;br /&gt;
Please Enter the Code from Page &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;966&amp;lt;/b&amp;gt; ||Front Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;967&amp;lt;/b&amp;gt; ||Left Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;968&amp;lt;/b&amp;gt; ||Right Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;969&amp;lt;/b&amp;gt; ||Rear Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;970&amp;lt;/b&amp;gt; ||Lower Armour&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;971&amp;lt;/b&amp;gt; ||ALIEN ACTIVITY SITE-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;972&amp;lt;/b&amp;gt; ||SHIP RESCUE MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;973&amp;lt;/b&amp;gt; ||This mission is a bug hunt, eliminate all Alien units on the ship, and preserve the lives of any civilians onboard.  The Aliens are dispersed above and below decks, secure the upper decks before entering the lower ones.  To quit, place aquanauts into the flying sub and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;974&amp;lt;/b&amp;gt; ||Now the upper deck is clear proceed to the lower decks.  Using the cargo lift you descend into the hold.  Your squad must eliminate all Aliens on this level to complete the mission.  To abort place all aquanauts on the lift start point and click on &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;975&amp;lt;/b&amp;gt; ||ALIEN ACTIVITY DETECTED&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;976&amp;lt;/b&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;977&amp;lt;/b&amp;gt; ||ALIEN CONTACT SITE MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;978&amp;lt;/b&amp;gt; ||This mission is a raid on a freshly activated Alien communications site.  There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien complex.  Get all the aquanauts to the entrance of the complex and click on the &#039;Abort Mission&#039; icon to proceed.  To quit, place aquanauts into the flying sub and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;979&amp;lt;/b&amp;gt; ||Having negotiated the Alien structures and entered the complex the mission goals are clear.  Penetrate the heart of the Alien facility and destroy the Synomium Molecular Control Device to complete the mission.  To abort place all aquanauts on the access lift start point and click on &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;980&amp;lt;/b&amp;gt; ||ALIENS ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;981&amp;lt;/b&amp;gt; ||SHIPPING ROUTE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;982&amp;lt;/b&amp;gt; ||ALIENS LAUNCH PORT ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;983&amp;lt;/b&amp;gt; ||Aliens have launched an attack against surface sites. The port and its civilian population have been put at risk.  Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion.  To quit, place aquanauts into the flying sub and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;984&amp;lt;/b&amp;gt; ||PORT ATTACK ON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;985&amp;lt;/b&amp;gt; ||ISLAND ATTACK ON&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;986&amp;lt;/b&amp;gt; ||ALIENS LAUNCH ISLAND ATTACK&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;987&amp;lt;/b&amp;gt; ||Aliens have launched an attack against surface sites. The island and its civilian population have been put at risk.  Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion.  To quit, place aquanauts into the flying sub and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;988&amp;lt;/b&amp;gt; ||THIS EQUIPMENT WILL NOT FUNCTION ABOVE WATER&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;989&amp;lt;/b&amp;gt; ||ALIEN COLONY-&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;990&amp;lt;/b&amp;gt; ||ALIEN COLONY ATTACK MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;991&amp;lt;/b&amp;gt; ||This mission is a raid on an Alien colony site.  There are 2 levels to the site, get all the aquanauts to the glowing exit in the first complex and click on the &#039;Abort Mission&#039; icon to proceed.  Any equipment left behind will stay on the seabed until the 2nd section is resolved.  To quit, place aquanauts into the Submarine and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;992&amp;lt;/b&amp;gt; ||Having negotiated the first level and entered the core of the colony.  The mission is to now destroy the control centre, the Synomium Device, or eliminate all Aliens.  To abort place all aquanauts on the start point and click on &#039;Abort Mission&#039; icon. All viable X-Com equipment will be returned to base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;993&amp;lt;/b&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;994&amp;lt;/b&amp;gt; ||SIGSBEE DEEP MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;995&amp;lt;/b&amp;gt; ||ALIEN CITY LEVEL ONE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;996&amp;lt;/b&amp;gt; ||We are entering the unknown, from here on in there could be anything waiting for us.  We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next.  Place all aquanauts on the exit and click the &#039;Abort Mission&#039; icon to advance.Aborting elsewhere will terminate the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;997&amp;lt;/b&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;998&amp;lt;/b&amp;gt; ||T&#039;LETH ATTACK MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;999&amp;lt;/b&amp;gt; ||ALIEN CITY LEVEL TWO&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1000&amp;lt;/b&amp;gt; ||Further into the unknown, from here on in there could be anything waiting for us.  We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next.  Place all aquanauts on the exit and click the &#039;Abort Mission&#039; icon to advance.Aborting elsewhere will terminate the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1001&amp;lt;/b&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1002&amp;lt;/b&amp;gt; ||FINAL T&#039;LETH MISSION&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1003&amp;lt;/b&amp;gt; ||ALIEN CITY LEVEL THREE&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1004&amp;lt;/b&amp;gt; ||The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien.  Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don&#039;t give up now! Aborting will terminate the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;1005&amp;lt;/b&amp;gt; ||Gauss Cannon Ammo&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ENGLISH.DAT]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT&amp;diff=31943</id>
		<title>ENGLISH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT&amp;diff=31943"/>
		<updated>2010-10-28T04:09:56Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [[GeoScape String Files|one of the files]] containing the strings used by the [[GEOSCAPE.EXE|geoscape game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.&lt;br /&gt;
&lt;br /&gt;
There are 972 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English.Dat (46601 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;000/x000&amp;lt;/b&amp;gt; || TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;001/x001&amp;lt;/b&amp;gt; || COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS. THE BEST AVAILABLE EARTH BASED TECHNOLOGY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;002/x002&amp;lt;/b&amp;gt; || TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;003/x003&amp;lt;/b&amp;gt; || TROOP TRANSPORTER. THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L) CAPABILITY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;004/x004&amp;lt;/b&amp;gt; || COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;005/x005&amp;lt;/b&amp;gt; || ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;006/x006&amp;lt;/b&amp;gt; || AIR TO AIR MISSILE WITH NUCLEAR WARHEAD, BUT AN EXTREMELY HEAVY LOAD. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;007/x007&amp;lt;/b&amp;gt; || HIGH POWERED CANNON WHICH FIRES ARMOUR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;008/x008&amp;lt;/b&amp;gt; || THIS LAUNCHER FIRES A BALL SHAPED MISSILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;009/x009&amp;lt;/b&amp;gt; || THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;010/x00A&amp;lt;/b&amp;gt; || THE GRAVITY BEAM DIRECTS A FINELY CHANNELLED IMPLODING GRAVITY FIELD. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;011/x00B&amp;lt;/b&amp;gt; || The Sectoid Hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation.  The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society.  The cattle provide both nutrition and genetic material.  This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;012/x00C&amp;lt;/b&amp;gt; || The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed.  The structure suggests genetic alteration or mutation.  The small mouth and nose appear to have little function.  The webbing between the fingers, and the flat feet suggest aquatic origins.  There are no reproductive organs, and no clues as to how this species can reproduce.  They are most probably a genetically engineered species. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;013/x00D&amp;lt;/b&amp;gt; || This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant &#039;foot&#039; which protects all the vital organs.  Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;014/x00E&amp;lt;/b&amp;gt; || The skin is extremely tough and heat resistant.  The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion.  The only true muscle is the &#039;heart&#039;.  The reproductive system appears to be very efficient.  Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time.  Left to its own devices this species would be a severe threat to life on earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;015/x00F&amp;lt;/b&amp;gt; || This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.  The apparently weak physical abilities of this creature are sustained by its mental powers.  We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.  They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;016/x010&amp;lt;/b&amp;gt; || This being is physically retarded and seems incapable of sustaining any life functions.  The muscles are severely atrophied and the internal organs appear to be under-developed.  The sensory organs, including the eyes, do not appear to function at all.  The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply.  It is a mystery as to how this creature can sustain itself without external support. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;017/x011&amp;lt;/b&amp;gt; || This humanoid creature is physically powerful and intelligent.  They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores.  They appear to rely on telepathic commands from a race known as &#039;Ethereals&#039;.  Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance.  They are clearly the foot soldiers for a higher intelligence. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;018/x012&amp;lt;/b&amp;gt; || The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body.  There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses.  The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest.  Armour piercing ammunition is not very effective against their toughened skin. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;019/x013&amp;lt;/b&amp;gt; || This life-form has the mysterious natural ability to float through the air.  It appears to detect human brain waves and will move towards a human target even if well hidden.  Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom.  The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wonderings. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;020/x014&amp;lt;/b&amp;gt; || The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system.  The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;021/x015&amp;lt;/b&amp;gt; || This silicon based life form generates an enormous amount of heat.  It has the strength to crush rocks which can then be ingested by the hot core.  It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;022/x016&amp;lt;/b&amp;gt; || The core of the creature is extremely hot, and seems to be the basis for a digestive system.  Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed by fire or incendiary ammunition. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;023/x017&amp;lt;/b&amp;gt; || The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie.  A new Chryssalid will burst from the victim shortly after impregnation.  Chryssalids are associated with the Snakeman race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;024/x018&amp;lt;/b&amp;gt; || The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition.  The brain is well developed, and its cell growth rate very fast.  The creature carries twenty eggs which are laid inside other organisms.  This creature is a very effective terror weapon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;025/x019&amp;lt;/b&amp;gt; || The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;026/x01A&amp;lt;/b&amp;gt; || The creature has been drastically altered by surgery.  The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system.  This would enable the creature to survive in extremely hostile environments.  The brain is smaller than ours, but the sensory organs are well developed.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;027/x01B&amp;lt;/b&amp;gt; || This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. the primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with Floaters. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;028/x01C&amp;lt;/b&amp;gt; || The Reaper contains two &#039;brains&#039; and two &#039;hearts&#039; which allow it to function even when heavily wounded.  However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;029/x01D&amp;lt;/b&amp;gt; || Sectopods are robot creatures with a powerful plasma beam weapon. The control if these mechanical beasts is via a telepathic link to their controllers, the Ethereals.  Sectopods are the most powerful terror weapon available to the alien forces. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;030/x01E&amp;lt;/b&amp;gt; || The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons.  However, the sensing circuitry seems particularly vulnerable to laser weapons.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;031/x01F&amp;lt;/b&amp;gt; || This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;032/x020&amp;lt;/b&amp;gt; || The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;033/x021&amp;lt;/b&amp;gt; || The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy.  The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power.  This unit can be reproduced easily using alien alloys. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;034/x022&amp;lt;/b&amp;gt; || Alien craft use sophisticated computers to navigate on earth and through space.  The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can be used easily by humans, and it can be reproduced using alien alloys and other components. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;035/x023&amp;lt;/b&amp;gt; || Alien craft consist of three main components - a power source, a navigation system and a hull built from alien alloys.  The hull is specially designed to allow gravity waves to be directed and controlled.  In addition a small quantity of Elerium is required to fuel the power source.  Once the principles of construction are understood, and the functions of each component are known, then it is possible to build these types of craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;036/x024&amp;lt;/b&amp;gt; || These chambers contain various enzymes which are used to digest the body parts of cattle, other animals and even humans.  The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;037/x025&amp;lt;/b&amp;gt; || These chambers contain alien foetuses.  The design of these containers seems to suggest that the aliens which use this process rely completely on laboratory reproduction.  The rich nutrients ensure rapid development of the foetus.  This factory line system could generate thousands of alien clones in a short space of time.  The process could be easily adapted for human reproduction, or alien-human hybrids. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;038/x026&amp;lt;/b&amp;gt; || The most likely function of these spheres is recreational.  The psionic circuitry stimulates various centres of the brain.  The effect is similar to hallucinogenic drugs.  This is the only evidence that aliens have any cultural or recreational pastimes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;039/x027&amp;lt;/b&amp;gt; || This surgical equipment uses laser cutters to extract certain body parts from cattle and other animals.  The widespread cattle mutilations can be accounted for by this bizarre alien activity.  It is likely that these parts are used for nutritional or genetic purposes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;040/x028&amp;lt;/b&amp;gt; || In the past many thousands of people have claimed to have been abducted by aliens, sometimes repeatedly.  The truth is far more horrific.  Humans are abducted, researched and monitored.  The best specimens have genetic material extracted.  Women have human-alien hybrid foetuses implanted, and then removed several months later.  Who knows what sinister motives the aliens have? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;041/x029&amp;lt;/b&amp;gt; || Alien craft are constructed from special alloys with unique properties.  They are extremely light and durable, and can be moulded by electro-magnetic methods.  This material can be reproduced and used in many kinds of manufacturing processes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;042/x02A&amp;lt;/b&amp;gt; || You will need to research a&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;043/x02B&amp;lt;/b&amp;gt; || This element has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;044/x02C&amp;lt;/b&amp;gt; || It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number.  The best we can do is slow down their progress.  The only hope for humanity is to tackle the aliens at their source.  Our research seems to indicate a nearby base of operations within our solar system.  Aliens indicate this place to be the centre of an ancient civilisation that pre-dates Human history.  We must locate this place as soon as possible.  However we need to capture and interrogate an alien leader to gain more detailed information. The larger UFOs probably contain at least one Alien leader. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;045/x02D&amp;lt;/b&amp;gt; || Our research now points to Mars as the base of alien operations.  The base is well hidden, and contains all the manufacturing and cloning facilities to fuel the infiltration of earth.  It also seems to contain a controlling computer of some kind that controls the whole operation. It seems that the hive-like alien society has some kind of &#039;queen bee&#039;. This is their fundamental weakness - if we can eliminate the &#039;brain&#039; then the body will die.  We must step up our research efforts before it is too late.  In order to progress we must capture the highest ranking aliens - the commanders - which only reside in alien bases.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;046/x02E&amp;lt;/b&amp;gt; || It is now clear that the alien hordes are being controlled from an underground base in Cydonia - which is an unusual area of Mars featuring five sided pyramids and a large formation resembling a human face.  Cydonian civilisation once flourished on Mars many millions of years ago, but we do not know why it died out, or what the connection is with the latest alien activity there. Whatever the explanation we must send an expedition to Cydonia.  This is the only way that we can defeat the aliens.  We must destroy the controlling master &#039;brain&#039;.  We will need an Avenger craft equipped with the most awesome destructive power at our disposal.  There is nothing more we can learn here - we must await the outcome of the Cydonian assault. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;047/x02F&amp;lt;/b&amp;gt; || Terror Site- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;048/x030&amp;lt;/b&amp;gt; || CENTRE ON SITE-TIME=5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;049/x031&amp;lt;/b&amp;gt; || CANCEL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;050/x032&amp;lt;/b&amp;gt; || None &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;051/x033&amp;lt;/b&amp;gt; || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;052/x034&amp;lt;/b&amp;gt; || Poor &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;053/x035&amp;lt;/b&amp;gt; || Average &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;054/x036&amp;lt;/b&amp;gt; || Good &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;055/x037&amp;lt;/b&amp;gt; || Excellent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;056/x038&amp;lt;/b&amp;gt; || FUNDS&amp;gt; $ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;057/x039&amp;lt;/b&amp;gt; || BUILD NEW BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;058/x03A&amp;lt;/b&amp;gt; || BASE INFORMATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;059/x03B&amp;lt;/b&amp;gt; || EQUIP CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;060/x03C&amp;lt;/b&amp;gt; || BUILD FACILITIES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;061/x03D&amp;lt;/b&amp;gt; || RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;062/x03E&amp;lt;/b&amp;gt; || MANUFACTURE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;063/x03F&amp;lt;/b&amp;gt; || TRANSFER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;064/x040&amp;lt;/b&amp;gt; || PURCHASE/RECRUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;065/x041&amp;lt;/b&amp;gt; || SELL/SACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;066/x042&amp;lt;/b&amp;gt; || GEOSCAPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;067/x043&amp;lt;/b&amp;gt; || XCom Bases &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;068/x044&amp;lt;/b&amp;gt; || Name &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;069/x045&amp;lt;/b&amp;gt; || Area &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;070/x046&amp;lt;/b&amp;gt; || Build New Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;071/x047&amp;lt;/b&amp;gt; || Cancel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;072/x048&amp;lt;/b&amp;gt; || COST&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;073/x049&amp;lt;/b&amp;gt; || CONSTRUCTION TIME&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;074/x04A&amp;lt;/b&amp;gt; ||  days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;075/x04B&amp;lt;/b&amp;gt; || MAINTENANCE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;076/x04C&amp;lt;/b&amp;gt; || OK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;077/x04D&amp;lt;/b&amp;gt; || Installation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;078/x04E&amp;lt;/b&amp;gt; || CURRENT RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;079/x04F&amp;lt;/b&amp;gt; || Scientists Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;080/x050&amp;lt;/b&amp;gt; || Scientists Allocated&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;081/x051&amp;lt;/b&amp;gt; || Laboratory Space Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;082/x052&amp;lt;/b&amp;gt; || RESEARCH PROJECT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;083/x053&amp;lt;/b&amp;gt; || SCIENTISTS ALLOCATED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;084/x054&amp;lt;/b&amp;gt; || PROGRESS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;085/x055&amp;lt;/b&amp;gt; || New Project &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;086/x056&amp;lt;/b&amp;gt; || NEW RESEARCH PROJECTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;087/x057&amp;lt;/b&amp;gt; || SCIENTISTS AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;088/x058&amp;lt;/b&amp;gt; || LABORATORY SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;089/x059&amp;lt;/b&amp;gt; || Increase &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;090/x05A&amp;lt;/b&amp;gt; || Decrease &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;091/x05B&amp;lt;/b&amp;gt; || START PROJECT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;092/x05C&amp;lt;/b&amp;gt; || CURRENT PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;093/x05D&amp;lt;/b&amp;gt; || Engineers Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;094/x05E&amp;lt;/b&amp;gt; || Engineers Allocated&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;095/x05F&amp;lt;/b&amp;gt; || Workshop Space Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;096/x060&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;097/x061&amp;lt;/b&amp;gt; || ITEM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;098/x062&amp;lt;/b&amp;gt; || Engineers&amp;lt;br&amp;gt;Allocated &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;099/x063&amp;lt;/b&amp;gt; || Units&amp;lt;br&amp;gt;Produced &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100/x064&amp;lt;/b&amp;gt; || Total to&amp;lt;br&amp;gt;Produce &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101/x065&amp;lt;/b&amp;gt; || Cost&amp;lt;br&amp;gt;per&amp;lt;br&amp;gt;Unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102/x066&amp;lt;/b&amp;gt; || Days/Hours&amp;lt;br&amp;gt;Left &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103/x067&amp;lt;/b&amp;gt; || New Production &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104/x068&amp;lt;/b&amp;gt; || Production Items &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105/x069&amp;lt;/b&amp;gt; || CATEGORY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106/x06A&amp;lt;/b&amp;gt; || START PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107/x06B&amp;lt;/b&amp;gt; ||  Engineer hours to produce one unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108/x06C&amp;lt;/b&amp;gt; || Cost per unit&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109/x06D&amp;lt;/b&amp;gt; || Work Space Required&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110/x06E&amp;lt;/b&amp;gt; || SPECIAL MATERIALS REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111/x06F&amp;lt;/b&amp;gt; || ITEM&amp;lt;br&amp;gt;REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112/x070&amp;lt;/b&amp;gt; || UNITS&amp;lt;br&amp;gt;REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113/x071&amp;lt;/b&amp;gt; || UNITS&amp;lt;br&amp;gt;AVAILABLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114/x072&amp;lt;/b&amp;gt; || STOP PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115/x073&amp;lt;/b&amp;gt; || ENGINEERS AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116/x074&amp;lt;/b&amp;gt; || WORKSHOP SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117/x075&amp;lt;/b&amp;gt; || Engineers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118/x076&amp;lt;/b&amp;gt; || Allocated  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119/x077&amp;lt;/b&amp;gt; || INCREASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120/x078&amp;lt;/b&amp;gt; || DECREASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121/x079&amp;lt;/b&amp;gt; || Units to &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122/x07A&amp;lt;/b&amp;gt; || Produce  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123/x07B&amp;lt;/b&amp;gt; || Purchase/Hire Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124/x07C&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125/x07D&amp;lt;/b&amp;gt; || Cost of Purchases&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126/x07E&amp;lt;/b&amp;gt; || COST PER UNIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127/x07F&amp;lt;/b&amp;gt; || QUANTITY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128/x080&amp;lt;/b&amp;gt; || PERSONNEL AVAILABLE:PERSONNEL TOTAL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129/x081&amp;lt;/b&amp;gt; || Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130/x082&amp;lt;/b&amp;gt; || Engineers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131/x083&amp;lt;/b&amp;gt; || Scientists &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132/x084&amp;lt;/b&amp;gt; || SPACE USED:SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133/x085&amp;lt;/b&amp;gt; || Living Quarters &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134/x086&amp;lt;/b&amp;gt; || Stores &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135/x087&amp;lt;/b&amp;gt; || Laboratories &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136/x088&amp;lt;/b&amp;gt; || Work Shops &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137/x089&amp;lt;/b&amp;gt; || Hangars &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138/x08A&amp;lt;/b&amp;gt; || Short Range Detection &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139/x08B&amp;lt;/b&amp;gt; || Defence Strength &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140/x08C&amp;lt;/b&amp;gt; || TRANSFERS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141/x08D&amp;lt;/b&amp;gt; || Transfers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142/x08E&amp;lt;/b&amp;gt; || Arrival Time (hours) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143/x08F&amp;lt;/b&amp;gt; || Cost&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144/x090&amp;lt;/b&amp;gt; || Area&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145/x091&amp;lt;/b&amp;gt; || Base Name? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146/x092&amp;lt;/b&amp;gt; || SELECT POSITION FOR ACCESS LIFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147/x093&amp;lt;/b&amp;gt; || Transfer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148/x094&amp;lt;/b&amp;gt; || AMOUNT TO&amp;lt;br&amp;gt; TRANSFER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149/x095&amp;lt;/b&amp;gt; || Select Destination Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150/x096&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151/x097&amp;lt;/b&amp;gt; || Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152/x098&amp;lt;/b&amp;gt; || As you enter the chamber you see the alien brain - the object of your quest.  Before you can fire it communicates to you via a screen at its base.  It implores you to listen to its arguments for survival before you make the decision to pull the trigger... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153/x099&amp;lt;/b&amp;gt; || The brain speaks: &#039;Many millions of years ago the planet you call Mars was alive.  This life was brought to a barren planet by our civilisation as it was to yours.  For millions of years we have visited your planet and genetically developed your species.  You cannot kill us, you are part of us... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154/x09A&amp;lt;/b&amp;gt; || Here is the centre of Martian civilisation - the pyramids built millions of years before yours - by a species which is your ancestor.  No planet is beyond our reach.  This power could be yours before long. All we ask is your co-operation... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155/x09B&amp;lt;/b&amp;gt; || The aliens attempt to exterminate all humanity, destroying cities and poisoning the air and sea.  The resistance of earth armies is futile in the face of vastly superior technology. Surviving generations suffer terrible mutations as they flee alien destruction.  They are rounded up into slave camps to help transform earth into an alien colony which is part of some unknown empire. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156/x09C&amp;lt;/b&amp;gt; || The knowledge gained through the XCom project is lost forever. You have failed to save the earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157/x09D&amp;lt;/b&amp;gt; || The alien brain is interrupted by a burst of hot plasma, and the entire alien force is defeated. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158/x09E&amp;lt;/b&amp;gt; || Once the aliens have lost Mars they have lost the earth.  Before long the XCom research allows humanity to flourish once more, and claim Mars for itself.  The alien menace has gone, but for how long, no one knows... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159/x09F&amp;lt;/b&amp;gt; || You have failed to stop the alien onslaught.  One by one the funding nations sign pacts with aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160/x0A0&amp;lt;/b&amp;gt; || TOTAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161/x0A1&amp;lt;/b&amp;gt; || Income &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162/x0A2&amp;lt;/b&amp;gt; || Expenditure &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163/x0A3&amp;lt;/b&amp;gt; || Maintenance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164/x0A4&amp;lt;/b&amp;gt; || Balance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165/x0A5&amp;lt;/b&amp;gt; || UFO Activity in Areas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166/x0A6&amp;lt;/b&amp;gt; || UFO Activity in Countries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167/x0A7&amp;lt;/b&amp;gt; || XCom Activity in Areas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168/x0A8&amp;lt;/b&amp;gt; || XCom Activity in Countries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169/x0A9&amp;lt;/b&amp;gt; || Finance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170/x0AA&amp;lt;/b&amp;gt; || st &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171/x0AB&amp;lt;/b&amp;gt; || nd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172/x0AC&amp;lt;/b&amp;gt; || rd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173/x0AD&amp;lt;/b&amp;gt; || th &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174/x0AE&amp;lt;/b&amp;gt; || Not enough special materials to produce&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175/x0AF&amp;lt;/b&amp;gt; || Not enough money to produce&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176/x0B0&amp;lt;/b&amp;gt; || Production complete:&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177/x0B1&amp;lt;/b&amp;gt; || Production of&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178/x0B2&amp;lt;/b&amp;gt; || at&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179/x0B3&amp;lt;/b&amp;gt; || is complete &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180/x0B4&amp;lt;/b&amp;gt; || OK - 5 secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181/x0B5&amp;lt;/b&amp;gt; || Research Completed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182/x0B6&amp;lt;/b&amp;gt; || VIEW REPORTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183/x0B7&amp;lt;/b&amp;gt; || We can now research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184/x0B8&amp;lt;/b&amp;gt; || We can now produce &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185/x0B9&amp;lt;/b&amp;gt; || SUNDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186/x0BA&amp;lt;/b&amp;gt; || MONDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187/x0BB&amp;lt;/b&amp;gt; || TUESDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188/x0BC&amp;lt;/b&amp;gt; || WEDNESDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189/x0BD&amp;lt;/b&amp;gt; || THURSDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190/x0BE&amp;lt;/b&amp;gt; || FRIDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191/x0BF&amp;lt;/b&amp;gt; || SATURDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192/x0C0&amp;lt;/b&amp;gt; || Not enough  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193/x0C1&amp;lt;/b&amp;gt; ||  to refuel  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194/x0C2&amp;lt;/b&amp;gt; ||  to rearm  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195/x0C3&amp;lt;/b&amp;gt; ||  at  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196/x0C4&amp;lt;/b&amp;gt; || UFO is not recovered &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197/x0C5&amp;lt;/b&amp;gt; || UFO is recovered &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;198/x0C6&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;199/x0C7&amp;lt;/b&amp;gt; || Terror continues &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;200/x0C8&amp;lt;/b&amp;gt; || Aliens defeated &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;201/x0C9&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;202/x0CA&amp;lt;/b&amp;gt; || Base is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;203/x0CB&amp;lt;/b&amp;gt; || Base is saved &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;204/x0CC&amp;lt;/b&amp;gt; || Base is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;205/x0CD&amp;lt;/b&amp;gt; || Alien Base still intact &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;206/x0CE&amp;lt;/b&amp;gt; || Alien Base destroyed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;207/x0CF&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;208/x0D0&amp;lt;/b&amp;gt; || ALIENS KILLED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;209/x0D1&amp;lt;/b&amp;gt; || ALIEN CORPSES RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;210/x0D2&amp;lt;/b&amp;gt; || LIVE ALIENS RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;211/x0D3&amp;lt;/b&amp;gt; || ALIEN ARTEFACTS RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;212/x0D4&amp;lt;/b&amp;gt; || ALIEN BASE CONTROL DESTROYED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;213/x0D5&amp;lt;/b&amp;gt; || CIVILIANS KILLED BY ALIENS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;214/x0D6&amp;lt;/b&amp;gt; || CIVILIANS KILLED BY XCOM OPERATIVES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;215/x0D7&amp;lt;/b&amp;gt; || CIVILIANS SAVED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;216/x0D8&amp;lt;/b&amp;gt; || XCOM OPERATIVES KILLED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;217/x0D9&amp;lt;/b&amp;gt; || XCOM OPERATIVES RETIRED THROUGH INJURY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;218/x0DA&amp;lt;/b&amp;gt; || XCOM OPERATIVES MISSING IN ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;219/x0DB&amp;lt;/b&amp;gt; || TANKS DESTROYED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;220/x0DC&amp;lt;/b&amp;gt; || XCOM CRAFT LOST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;221/x0DD&amp;lt;/b&amp;gt; || UFO RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;222/x0DE&amp;lt;/b&amp;gt; || ALIEN BASE RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;223/x0DF&amp;lt;/b&amp;gt; ||  under attack! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;224/x0E0&amp;lt;/b&amp;gt; || BASE DEFENCES INITIATED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;225/x0E1&amp;lt;/b&amp;gt; || GRAV SHIELD REPELS UFO! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;226/x0E2&amp;lt;/b&amp;gt; || FIRING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;227/x0E3&amp;lt;/b&amp;gt; || HIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;228/x0E4&amp;lt;/b&amp;gt; || UFO DESTROYED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;229/x0E5&amp;lt;/b&amp;gt; || MISSED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;230/x0E6&amp;lt;/b&amp;gt; || Sell Items/Sack Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;231/x0E7&amp;lt;/b&amp;gt; || VALUE OF SALES&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;232/x0E8&amp;lt;/b&amp;gt; || FUNDS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;233/x0E9&amp;lt;/b&amp;gt; || Sell/Sack &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;234/x0EA&amp;lt;/b&amp;gt; || Value &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;235/x0EB&amp;lt;/b&amp;gt; || UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;236/x0EC&amp;lt;/b&amp;gt; || CRAFT&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;237/x0ED&amp;lt;/b&amp;gt; || UFO CRASH RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;238/x0EE&amp;lt;/b&amp;gt; || Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;239/x0EF&amp;lt;/b&amp;gt; || UFO GROUND ASSAULT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;240/x0F0&amp;lt;/b&amp;gt; || Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;241/x0F1&amp;lt;/b&amp;gt; || BASE DEFENCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;242/x0F2&amp;lt;/b&amp;gt; || BASE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;243/x0F3&amp;lt;/b&amp;gt; || An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the &#039;abort mission&#039; icon you will concede defeat and lose the base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;244/x0F4&amp;lt;/b&amp;gt; || ALIEN BASE ASSAULT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;245/x0F5&amp;lt;/b&amp;gt; || CRAFT&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;246/x0F6&amp;lt;/b&amp;gt; || XCom operatives have gained entrance to an alien base.  The control centre must be destroyed to render the base inoperative.  The Mission will terminate when all enemies are eliminated, or when your squad has returned to the green exit area (click on the &#039;abort mission&#039; icon to escape). &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;247/x0F7&amp;lt;/b&amp;gt; || You have arrived in Cydonia.  You gain entry to a large underground complex near the Martian Sphinx.  You must destroy the Alien Brain that controls all alien activity.  The fate of humanity is in your hands.... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;248/x0F8&amp;lt;/b&amp;gt; || TERROR SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;249/x0F9&amp;lt;/b&amp;gt; || TERROR MISSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;250/x0FA&amp;lt;/b&amp;gt; || Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any civilians in the area by neutralising the alien menace.	To abort the mission return XCom operatives to transport vehicle and  click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;251/x0FB&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR CRAFT PRODUCTION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;252/x0FC&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR PURCHASE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;253/x0FD&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR TRANSFER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;254/x0FE&amp;lt;/b&amp;gt; || CANNOT BUILD HERE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You must build next to an existing base facility. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;255/x0FF&amp;lt;/b&amp;gt; || NO FREE ACCOMODATION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;The destination base does not have enough space in living quarters. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;256/x100&amp;lt;/b&amp;gt; || NOT ENOUGH WORK SPACE AVAILABLE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build a new workshop or reduce work on other projects. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;257/x101&amp;lt;/b&amp;gt; || NOT ENOUGH MONEY! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;258/x102&amp;lt;/b&amp;gt; || NOT ENOUGH TRANSFER SUPPORT!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Wait for existing transfers or purchases to reach destination. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;259/x103&amp;lt;/b&amp;gt; || NO MORE SOLDIERS ALLOWED!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You have already recruited the maximum number of soldiers. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;260/x104&amp;lt;/b&amp;gt; || NOT ENOUGH STORE SPACE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build a new store facility or transfer existing stores to other bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;261/x105&amp;lt;/b&amp;gt; || NOT ENOUGH LIVING SPACE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build new living quarters or transfer personnel to other bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;262/x106&amp;lt;/b&amp;gt; || NO MORE EQUIPMENT ALLOWED ON BOARD!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You are only allowed to take a maximum of 80 items of equipment on missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;263/x107&amp;lt;/b&amp;gt; || TOO MANY BUTTONS! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;264/x108&amp;lt;/b&amp;gt; || LAUNCH INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;265/x109&amp;lt;/b&amp;gt; || CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;266/x10A&amp;lt;/b&amp;gt; || STATUS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;267/x10B&amp;lt;/b&amp;gt; || BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;268/x10C&amp;lt;/b&amp;gt; || READY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;269/x10D&amp;lt;/b&amp;gt; || OUT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;270/x10E&amp;lt;/b&amp;gt; || REPAIRS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;271/x10F&amp;lt;/b&amp;gt; || REFUELLING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;272/x110&amp;lt;/b&amp;gt; || REARMING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;273/x111&amp;lt;/b&amp;gt; || TARGET:  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;274/x112&amp;lt;/b&amp;gt; || ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;275/x113&amp;lt;/b&amp;gt; || CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;276/x114&amp;lt;/b&amp;gt; || LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;277/x115&amp;lt;/b&amp;gt; || TARGET: WAY POINT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;278/x116&amp;lt;/b&amp;gt; || Are you sure you want to send this craft on a mission to Cydonia? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;279/x117&amp;lt;/b&amp;gt; || YES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;280/x118&amp;lt;/b&amp;gt; || NO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;281/x119&amp;lt;/b&amp;gt; || SELECT DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;282/x11A&amp;lt;/b&amp;gt; || CYDONIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;283/x11B&amp;lt;/b&amp;gt; || SELECT SITE FOR NEW BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;284/x11C&amp;lt;/b&amp;gt; || RETURN TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;285/x11D&amp;lt;/b&amp;gt; || SELECT NEW TARGET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;286/x11E&amp;lt;/b&amp;gt; || PATROL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;287/x11F&amp;lt;/b&amp;gt; || STATUS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;288/x120&amp;lt;/b&amp;gt; || DAMAGED - RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;289/x121&amp;lt;/b&amp;gt; || LOW FUEL - RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;290/x122&amp;lt;/b&amp;gt; || PATROLLING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;291/x123&amp;lt;/b&amp;gt; || TAILING UFO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;292/x124&amp;lt;/b&amp;gt; || INTERCEPTING UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;293/x125&amp;lt;/b&amp;gt; || RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;294/x126&amp;lt;/b&amp;gt; || DESTINATION: ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;295/x127&amp;lt;/b&amp;gt; || DESTINATION: CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;296/x128&amp;lt;/b&amp;gt; || DESTINATION: LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;297/x129&amp;lt;/b&amp;gt; || DESTINATION: WAY POINT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;298/x12A&amp;lt;/b&amp;gt; || BASE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;299/x12B&amp;lt;/b&amp;gt; || SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;300/x12C&amp;lt;/b&amp;gt; || MAXIMUM SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;301/x12D&amp;lt;/b&amp;gt; || ALTITUDE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;302/x12E&amp;lt;/b&amp;gt; || VERY LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;303/x12F&amp;lt;/b&amp;gt; || LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;304/x130&amp;lt;/b&amp;gt; || HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;305/x131&amp;lt;/b&amp;gt; || VERY HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;306/x132&amp;lt;/b&amp;gt; || FUEL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;307/x133&amp;lt;/b&amp;gt; || WEAPON-1&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;308/x134&amp;lt;/b&amp;gt; || NONE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;309/x135&amp;lt;/b&amp;gt; || ROUNDS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;310/x136&amp;lt;/b&amp;gt; || WEAPON-2&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;311/x137&amp;lt;/b&amp;gt; || HOSTILE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;312/x138&amp;lt;/b&amp;gt; || NEUTRAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;313/x139&amp;lt;/b&amp;gt; || FRIENDLY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;314/x13A&amp;lt;/b&amp;gt; || COMMITTED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;315/x13B&amp;lt;/b&amp;gt; || GAME OPTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;316/x13C&amp;lt;/b&amp;gt; || LOAD GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;317/x13D&amp;lt;/b&amp;gt; || SAVE GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;318/x13E&amp;lt;/b&amp;gt; || INTERCEPTION CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;319/x13F&amp;lt;/b&amp;gt; || Base&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;320/x140&amp;lt;/b&amp;gt; || NAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;321/x141&amp;lt;/b&amp;gt; || STATUS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;322/x142&amp;lt;/b&amp;gt; || AMMO&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;323/x143&amp;lt;/b&amp;gt; || CREW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;324/x144&amp;lt;/b&amp;gt; || EQUIPMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;325/x145&amp;lt;/b&amp;gt; || ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;326/x146&amp;lt;/b&amp;gt; || MAX&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;327/x147&amp;lt;/b&amp;gt; || Rookie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;328/x148&amp;lt;/b&amp;gt; || Squaddie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;329/x149&amp;lt;/b&amp;gt; || Sergeant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;330/x14A&amp;lt;/b&amp;gt; || Captain &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;331/x14B&amp;lt;/b&amp;gt; || Colonel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;332/x14C&amp;lt;/b&amp;gt; || Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;333/x14D&amp;lt;/b&amp;gt; || Select Squad for  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;334/x14E&amp;lt;/b&amp;gt; || SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;335/x14F&amp;lt;/b&amp;gt; || SPACE USED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;336/x150&amp;lt;/b&amp;gt; || RANK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;337/x151&amp;lt;/b&amp;gt; || CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;338/x152&amp;lt;/b&amp;gt; || WOUNDED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;339/x153&amp;lt;/b&amp;gt; || Equipment for  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;340/x154&amp;lt;/b&amp;gt; || Arm  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;341/x155&amp;lt;/b&amp;gt; || Defence Value &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;342/x156&amp;lt;/b&amp;gt; || Hit Ratio &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;343/x157&amp;lt;/b&amp;gt; || ready to&amp;lt;br&amp;gt;land near &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;344/x158&amp;lt;/b&amp;gt; || Begin Mission? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;345/x159&amp;lt;/b&amp;gt; || Select Armament &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;346/x15A&amp;lt;/b&amp;gt; || AMMUNITION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;347/x15B&amp;lt;/b&amp;gt; || ARMAMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;348/x15C&amp;lt;/b&amp;gt; || AVAILABLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;349/x15D&amp;lt;/b&amp;gt; || N.A. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;350/x15E&amp;lt;/b&amp;gt; || SELECT ARMOUR FOR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;351/x15F&amp;lt;/b&amp;gt; || TYPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;352/x160&amp;lt;/b&amp;gt; || PERSONAL ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;353/x161&amp;lt;/b&amp;gt; || POWER SUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;354/x162&amp;lt;/b&amp;gt; || FLYING SUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;355/x163&amp;lt;/b&amp;gt; || Select Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;356/x164&amp;lt;/b&amp;gt; || ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;357/x165&amp;lt;/b&amp;gt; || NORTH      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;358/x166&amp;lt;/b&amp;gt; || NORTH EAST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;359/x167&amp;lt;/b&amp;gt; || EAST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;360/x168&amp;lt;/b&amp;gt; || SOUTH EAST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;361/x169&amp;lt;/b&amp;gt; || SOUTH      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;362/x16A&amp;lt;/b&amp;gt; || SOUTH WEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;363/x16B&amp;lt;/b&amp;gt; || WEST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;364/x16C&amp;lt;/b&amp;gt; || NORTH WEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;365/x16D&amp;lt;/b&amp;gt; || SELECT ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;366/x16E&amp;lt;/b&amp;gt; || CONTINUE INTERCEPTION PURSUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;367/x16F&amp;lt;/b&amp;gt; || PURSUE WITHOUT INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;368/x170&amp;lt;/b&amp;gt; || VERY LARGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;369/x171&amp;lt;/b&amp;gt; || LARGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;370/x172&amp;lt;/b&amp;gt; || MEDIUM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;371/x173&amp;lt;/b&amp;gt; || SMALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;372/x174&amp;lt;/b&amp;gt; || VERY SMALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;373/x175&amp;lt;/b&amp;gt; || GROUND &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;374/x176&amp;lt;/b&amp;gt; || VERY LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;375/x177&amp;lt;/b&amp;gt; || LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;376/x178&amp;lt;/b&amp;gt; || HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;377/x179&amp;lt;/b&amp;gt; || VERY HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;378/x17A&amp;lt;/b&amp;gt; || Detected &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;379/x17B&amp;lt;/b&amp;gt; || SIZE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;380/x17C&amp;lt;/b&amp;gt; || ALTITUDE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;381/x17D&amp;lt;/b&amp;gt; || HEADING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;382/x17E&amp;lt;/b&amp;gt; || SPEED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;383/x17F&amp;lt;/b&amp;gt; || CENTRE ON UFO-TIME=5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;384/x180&amp;lt;/b&amp;gt; || TRACKING LOST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;385/x181&amp;lt;/b&amp;gt; || REDIRECT CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;386/x182&amp;lt;/b&amp;gt; || GO TO LAST KNOWN UFO POSITION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;387/x183&amp;lt;/b&amp;gt; || UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;388/x184&amp;lt;/b&amp;gt; || CRAFT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;389/x185&amp;lt;/b&amp;gt; || BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;390/x186&amp;lt;/b&amp;gt; || ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;391/x187&amp;lt;/b&amp;gt; || CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;392/x188&amp;lt;/b&amp;gt; || LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;393/x189&amp;lt;/b&amp;gt; || WAY POINT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;394/x18A&amp;lt;/b&amp;gt; || TERROR SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;395/x18B&amp;lt;/b&amp;gt; || has reached &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;396/x18C&amp;lt;/b&amp;gt; || Destination &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;397/x18D&amp;lt;/b&amp;gt; || Now patrolling &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;398/x18E&amp;lt;/b&amp;gt; || Alien Origins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;399/x18F&amp;lt;/b&amp;gt; || The Martian Solution &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;400/x190&amp;lt;/b&amp;gt; || Cydonia or Bust &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;401/x191&amp;lt;/b&amp;gt; || UFOpaedia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;402/x192&amp;lt;/b&amp;gt; || XCOM CRAFT &amp;amp; ARMAMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;403/x193&amp;lt;/b&amp;gt; || HEAVY WEAPONS PLATFORMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;404/x194&amp;lt;/b&amp;gt; || WEAPONS AND EQUIPMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;405/x195&amp;lt;/b&amp;gt; || ALIEN ARTEFACTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;406/x196&amp;lt;/b&amp;gt; || BASE FACILITIES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;407/x197&amp;lt;/b&amp;gt; || ALIEN LIFE FORMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;408/x198&amp;lt;/b&amp;gt; || ALIEN RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;409/x199&amp;lt;/b&amp;gt; || UFO COMPONENTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;410/x19A&amp;lt;/b&amp;gt; || UFOs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;411/x19B&amp;lt;/b&amp;gt; || SELECT ITEM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;412/x19C&amp;lt;/b&amp;gt; ||  autopsy &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;413/x19D&amp;lt;/b&amp;gt; || MAXIMUM SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;414/x19E&amp;lt;/b&amp;gt; || ACCELERATION&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;415/x19F&amp;lt;/b&amp;gt; || FUEL CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;416/x1A0&amp;lt;/b&amp;gt; || WEAPON PODS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;417/x1A1&amp;lt;/b&amp;gt; || DAMAGE CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;418/x1A2&amp;lt;/b&amp;gt; || CARGO SPACE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;419/x1A3&amp;lt;/b&amp;gt; || HWP CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;420/x1A4&amp;lt;/b&amp;gt; || Damage................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;421/x1A5&amp;lt;/b&amp;gt; || Range...................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;422/x1A6&amp;lt;/b&amp;gt; ||  km &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;423/x1A7&amp;lt;/b&amp;gt; || Accuracy............... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;424/x1A8&amp;lt;/b&amp;gt; || Re-load time........ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;425/x1A9&amp;lt;/b&amp;gt; || s &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;426/x1AA&amp;lt;/b&amp;gt; || ARMOUR PIERCING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;427/x1AB&amp;lt;/b&amp;gt; || INCENDIARY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;428/x1AC&amp;lt;/b&amp;gt; || HIGH EXPLOSIVE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;429/x1AD&amp;lt;/b&amp;gt; || LASER BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;430/x1AE&amp;lt;/b&amp;gt; || PLASMA BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;431/x1AF&amp;lt;/b&amp;gt; || STUN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;432/x1B0&amp;lt;/b&amp;gt; || 6-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;433/x1B1&amp;lt;/b&amp;gt; || 7-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;434/x1B2&amp;lt;/b&amp;gt; || 8-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;435/x1B3&amp;lt;/b&amp;gt; || 9-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;436/x1B4&amp;lt;/b&amp;gt; || SHOT TYPE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;437/x1B5&amp;lt;/b&amp;gt; || ACCURACY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;438/x1B6&amp;lt;/b&amp;gt; || TU COST&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;439/x1B7&amp;lt;/b&amp;gt; || DAMAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;440/x1B8&amp;lt;/b&amp;gt; || AMMO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;441/x1B9&amp;lt;/b&amp;gt; || Auto &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;442/x1BA&amp;lt;/b&amp;gt; || Snap &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;443/x1BB&amp;lt;/b&amp;gt; || Aimed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;444/x1BC&amp;lt;/b&amp;gt; || Construction Time &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;445/x1BD&amp;lt;/b&amp;gt; || days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;446/x1BE&amp;lt;/b&amp;gt; || Construction Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;447/x1BF&amp;lt;/b&amp;gt; || Maintenance Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;448/x1C0&amp;lt;/b&amp;gt; ||  autopsy &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;449/x1C1&amp;lt;/b&amp;gt; || - &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;450/x1C2&amp;lt;/b&amp;gt; || Low &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;451/x1C3&amp;lt;/b&amp;gt; || Medium &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;452/x1C4&amp;lt;/b&amp;gt; || High &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;453/x1C5&amp;lt;/b&amp;gt; || High &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;454/x1C6&amp;lt;/b&amp;gt; || Craft Weapon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;455/x1C7&amp;lt;/b&amp;gt; || Craft Ammunition &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;456/x1C8&amp;lt;/b&amp;gt; || Heavy Weapons Platform &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;457/x1C9&amp;lt;/b&amp;gt; || Weapon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;458/x1CA&amp;lt;/b&amp;gt; || Ammunition &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;459/x1CB&amp;lt;/b&amp;gt; || Equipment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;460/x1CC&amp;lt;/b&amp;gt; || Alien Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;461/x1CD&amp;lt;/b&amp;gt; || UFO component &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;462/x1CE&amp;lt;/b&amp;gt; || Personal Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;463/x1CF&amp;lt;/b&amp;gt; || Raw Materials &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;464/x1D0&amp;lt;/b&amp;gt; || HWP Cannon Shells &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;465/x1D1&amp;lt;/b&amp;gt; || Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;466/x1D2&amp;lt;/b&amp;gt; || Sectoid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;467/x1D3&amp;lt;/b&amp;gt; || Snakeman &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;468/x1D4&amp;lt;/b&amp;gt; || Ethereal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;469/x1D5&amp;lt;/b&amp;gt; || Muton &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;470/x1D6&amp;lt;/b&amp;gt; || Floater &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;471/x1D7&amp;lt;/b&amp;gt; || Celatid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;472/x1D8&amp;lt;/b&amp;gt; || Silacoid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;473/x1D9&amp;lt;/b&amp;gt; || Chryssalid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;474/x1DA&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;475/x1DB&amp;lt;/b&amp;gt; || Sectopod &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;476/x1DC&amp;lt;/b&amp;gt; || Cyberdisc &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;477/x1DD&amp;lt;/b&amp;gt; ||  Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;478/x1DE&amp;lt;/b&amp;gt; ||  Leader &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;479/x1DF&amp;lt;/b&amp;gt; ||  Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;480/x1E0&amp;lt;/b&amp;gt; ||  Medic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;481/x1E1&amp;lt;/b&amp;gt; ||  Navigator &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;482/x1E2&amp;lt;/b&amp;gt; ||  Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;483/x1E3&amp;lt;/b&amp;gt; ||  Terrorist &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;484/x1E4&amp;lt;/b&amp;gt; || UFO Power Source &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;485/x1E5&amp;lt;/b&amp;gt; || UFO Navigation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;486/x1E6&amp;lt;/b&amp;gt; || UFO Construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;487/x1E7&amp;lt;/b&amp;gt; || Alien Food &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;488/x1E8&amp;lt;/b&amp;gt; || Alien Reproduction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;489/x1E9&amp;lt;/b&amp;gt; || Alien Entertainment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;490/x1EA&amp;lt;/b&amp;gt; || Alien Surgery &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;491/x1EB&amp;lt;/b&amp;gt; || Examination Room &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;492/x1EC&amp;lt;/b&amp;gt; || Alien Alloys &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;493/x1ED&amp;lt;/b&amp;gt; || Alien Habitat &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;494/x1EE&amp;lt;/b&amp;gt; || Personal Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;495/x1EF&amp;lt;/b&amp;gt; || Power Suit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;496/x1F0&amp;lt;/b&amp;gt; || Flying Suit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;497/x1F1&amp;lt;/b&amp;gt; || HWP Rockets &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;498/x1F2&amp;lt;/b&amp;gt; || HWP Fusion Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;499/x1F3&amp;lt;/b&amp;gt; || Laser Weapons &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;500/x1F4&amp;lt;/b&amp;gt; || New Fighter Craft &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;501/x1F5&amp;lt;/b&amp;gt; || New Fighter-Transporter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;502/x1F6&amp;lt;/b&amp;gt; || Ultimate Craft &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;503/x1F7&amp;lt;/b&amp;gt; || Laser Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;504/x1F8&amp;lt;/b&amp;gt; || Laser Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;505/x1F9&amp;lt;/b&amp;gt; || Heavy Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;506/x1FA&amp;lt;/b&amp;gt; || Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;507/x1FB&amp;lt;/b&amp;gt; || Plasma Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;508/x1FC&amp;lt;/b&amp;gt; || Fusion Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;509/x1FD&amp;lt;/b&amp;gt; || Laser Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;510/x1FE&amp;lt;/b&amp;gt; || Plasma Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;511/x1FF&amp;lt;/b&amp;gt; || Fusion Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;512/x200&amp;lt;/b&amp;gt; || Grav Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;513/x201&amp;lt;/b&amp;gt; || Mind Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;514/x202&amp;lt;/b&amp;gt; || Psi-Lab &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;515/x203&amp;lt;/b&amp;gt; || Hyper Wave Decoder &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;516/x204&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;517/x205&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;518/x206&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;519/x207&amp;lt;/b&amp;gt; || UFO construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;520/x208&amp;lt;/b&amp;gt; || Alien Origins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;521/x209&amp;lt;/b&amp;gt; || The Martian Solution &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;522/x20A&amp;lt;/b&amp;gt; || Cydonia or Bust &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;523/x20B&amp;lt;/b&amp;gt; || Motion Scanner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;524/x20C&amp;lt;/b&amp;gt; || Medi-Kit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;525/x20D&amp;lt;/b&amp;gt; || Tank/Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;526/x20E&amp;lt;/b&amp;gt; || Tank/Rocket Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;527/x20F&amp;lt;/b&amp;gt; || Tank/Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;528/x210&amp;lt;/b&amp;gt; || Hovertank/Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;529/x211&amp;lt;/b&amp;gt; || Hovertank/Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;530/x212&amp;lt;/b&amp;gt; || Stingray Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;531/x213&amp;lt;/b&amp;gt; || Avalanche Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;532/x214&amp;lt;/b&amp;gt; || Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;533/x215&amp;lt;/b&amp;gt; || Fusion Ball Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;534/x216&amp;lt;/b&amp;gt; || Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;535/x217&amp;lt;/b&amp;gt; || Plasma Beam &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;536/x218&amp;lt;/b&amp;gt; || Stingray Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;537/x219&amp;lt;/b&amp;gt; || Avalanche Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;538/x21A&amp;lt;/b&amp;gt; || Cannon Rounds(x50) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;539/x21B&amp;lt;/b&amp;gt; || Fusion Ball &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;540/x21C&amp;lt;/b&amp;gt; || Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;541/x21D&amp;lt;/b&amp;gt; || Scientist &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;542/x21E&amp;lt;/b&amp;gt; || Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;543/x21F&amp;lt;/b&amp;gt; || North America &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;544/x220&amp;lt;/b&amp;gt; || Arctic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;545/x221&amp;lt;/b&amp;gt; || Antarctica &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;546/x222&amp;lt;/b&amp;gt; || South America &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;547/x223&amp;lt;/b&amp;gt; || Europe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;548/x224&amp;lt;/b&amp;gt; || North Africa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;549/x225&amp;lt;/b&amp;gt; || Southern Africa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;550/x226&amp;lt;/b&amp;gt; || Central Asia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;551/x227&amp;lt;/b&amp;gt; || South East Asia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;552/x228&amp;lt;/b&amp;gt; || Siberia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;553/x229&amp;lt;/b&amp;gt; || Australasia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;554/x22A&amp;lt;/b&amp;gt; || Pacific &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;555/x22B&amp;lt;/b&amp;gt; || North Atlantic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;556/x22C&amp;lt;/b&amp;gt; || South Atlantic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;557/x22D&amp;lt;/b&amp;gt; || Indian Ocean &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;558/x22E&amp;lt;/b&amp;gt; || Alien Research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;559/x22F&amp;lt;/b&amp;gt; || Alien Harvest &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;560/x230&amp;lt;/b&amp;gt; || Alien Abduction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;561/x231&amp;lt;/b&amp;gt; || Alien Infiltration &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;562/x232&amp;lt;/b&amp;gt; || Alien Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;563/x233&amp;lt;/b&amp;gt; || Alien Terror &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;564/x234&amp;lt;/b&amp;gt; || Alien Retaliation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;565/x235&amp;lt;/b&amp;gt; || Alien Supply &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;566/x236&amp;lt;/b&amp;gt; || Power Sources &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;567/x237&amp;lt;/b&amp;gt; || Maximum Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;568/x238&amp;lt;/b&amp;gt; || HYPER-WAVE DECODER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;569/x239&amp;lt;/b&amp;gt; || SKYRANGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;570/x23A&amp;lt;/b&amp;gt; || LIGHTNING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;571/x23B&amp;lt;/b&amp;gt; || AVENGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;572/x23C&amp;lt;/b&amp;gt; || INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;573/x23D&amp;lt;/b&amp;gt; || FIRESTORM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;574/x23E&amp;lt;/b&amp;gt; || UFO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;575/x23F&amp;lt;/b&amp;gt; || STINGRAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;576/x240&amp;lt;/b&amp;gt; || AVALANCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;577/x241&amp;lt;/b&amp;gt; || CANNON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;578/x242&amp;lt;/b&amp;gt; || FUSION BALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;579/x243&amp;lt;/b&amp;gt; || LASER CANNON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;580/x244&amp;lt;/b&amp;gt; || PLASMA BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;581/x245&amp;lt;/b&amp;gt; || Damage Capacity &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;582/x246&amp;lt;/b&amp;gt; || Weapon Power &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;583/x247&amp;lt;/b&amp;gt; || Weapon Range &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;584/x248&amp;lt;/b&amp;gt; || Access Lift &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;585/x249&amp;lt;/b&amp;gt; || Living Quarters &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;586/x24A&amp;lt;/b&amp;gt; || Laboratory &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;587/x24B&amp;lt;/b&amp;gt; || Workshop &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;588/x24C&amp;lt;/b&amp;gt; || Small Radar System &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;589/x24D&amp;lt;/b&amp;gt; || Large Radar System &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;590/x24E&amp;lt;/b&amp;gt; || Missile Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;591/x24F&amp;lt;/b&amp;gt; || General Stores &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;592/x250&amp;lt;/b&amp;gt; || Alien Containment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;593/x251&amp;lt;/b&amp;gt; || Laser Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;594/x252&amp;lt;/b&amp;gt; || Plasma Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;595/x253&amp;lt;/b&amp;gt; || Fusion Ball Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;596/x254&amp;lt;/b&amp;gt; || Grav Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;597/x255&amp;lt;/b&amp;gt; || Mind Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;598/x256&amp;lt;/b&amp;gt; || Psionic Laboratory &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;599/x257&amp;lt;/b&amp;gt; || Hyper-wave Decoder &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;600/x258&amp;lt;/b&amp;gt; || Hangar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;601/x259&amp;lt;/b&amp;gt; || USA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;602/x25A&amp;lt;/b&amp;gt; || RUSSIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;603/x25B&amp;lt;/b&amp;gt; || UK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;604/x25C&amp;lt;/b&amp;gt; || FRANCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;605/x25D&amp;lt;/b&amp;gt; || GERMANY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;606/x25E&amp;lt;/b&amp;gt; || ITALY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;607/x25F&amp;lt;/b&amp;gt; || SPAIN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;608/x260&amp;lt;/b&amp;gt; || CHINA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;609/x261&amp;lt;/b&amp;gt; || JAPAN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;610/x262&amp;lt;/b&amp;gt; || INDIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;611/x263&amp;lt;/b&amp;gt; || BRAZIL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;612/x264&amp;lt;/b&amp;gt; || AUSTRALIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;613/x265&amp;lt;/b&amp;gt; || NIGERIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;614/x266&amp;lt;/b&amp;gt; || SOUTH AFRICA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;615/x267&amp;lt;/b&amp;gt; || EGYPT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;616/x268&amp;lt;/b&amp;gt; || CANADA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;617/x269&amp;lt;/b&amp;gt; || Floater Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;618/x26A&amp;lt;/b&amp;gt; || Floater Navigator &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;619/x26B&amp;lt;/b&amp;gt; || Floater Medic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;620/x26C&amp;lt;/b&amp;gt; || Floater Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;621/x26D&amp;lt;/b&amp;gt; || Floater Leader &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;622/x26E&amp;lt;/b&amp;gt; || Floater Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;623/x26F&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;624/x270&amp;lt;/b&amp;gt; || Tank &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;625/x271&amp;lt;/b&amp;gt; || Civilian &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;626/x272&amp;lt;/b&amp;gt; || Jan &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;627/x273&amp;lt;/b&amp;gt; || Feb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;628/x274&amp;lt;/b&amp;gt; || Mar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;629/x275&amp;lt;/b&amp;gt; || Apr &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;630/x276&amp;lt;/b&amp;gt; || May &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;631/x277&amp;lt;/b&amp;gt; || Jun &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;632/x278&amp;lt;/b&amp;gt; || Jul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;633/x279&amp;lt;/b&amp;gt; || Aug &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;634/x27A&amp;lt;/b&amp;gt; || Sep &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;635/x27B&amp;lt;/b&amp;gt; || Oct &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;636/x27C&amp;lt;/b&amp;gt; || Nov &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;637/x27D&amp;lt;/b&amp;gt; || Dec &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;638/x27E&amp;lt;/b&amp;gt; || International Relations &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;639/x27F&amp;lt;/b&amp;gt; || Country &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;640/x280&amp;lt;/b&amp;gt; || Funding &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;641/x281&amp;lt;/b&amp;gt; || Change &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;642/x282&amp;lt;/b&amp;gt; || WEAPON&amp;lt;br&amp;gt;SYSTEMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;643/x283&amp;lt;/b&amp;gt; || CREW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;644/x284&amp;lt;/b&amp;gt; || HWPs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;645/x285&amp;lt;/b&amp;gt; || DAMAGE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;646/x286&amp;lt;/b&amp;gt; || The access lift allows equipment and personnel to be transferred into or out of an underground base.  It is always the first facility to be constructed on a new site.  The lift area is vulnerable to intrusion from any potential hostile force. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;647/x287&amp;lt;/b&amp;gt; || Each accommodation block provides for up to 50 personnel.  The facility provides basic recreation, food and sleeping areas. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;648/x288&amp;lt;/b&amp;gt; || Up to 50 scientists can work in a laboratory facility.  Laboratories are equipped with the latest technology for research into materials, biochemistry and cosmology. There is privileged access to the best research labs throughout the world, including military establishments. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;649/x289&amp;lt;/b&amp;gt; || A workshop contains all the equipment necessary to manufacture equipment based on designs from the science labs.  Up to 50 engineers can occupy a workshop, although items under construction will also consume some space. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;650/x28A&amp;lt;/b&amp;gt; || A small detection system has an effective radar range of 300 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;651/x28B&amp;lt;/b&amp;gt; || A large detection system has an effective range of 450 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;652/x28C&amp;lt;/b&amp;gt; || Missile defences provide some protection against incursion by hostile craft which are attempting to land near the base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;653/x28D&amp;lt;/b&amp;gt; || All equipment, weapons systems, munitions, recovered material and Heavy Weapons Platforms are placed in stores, with the exception of equipment assigned to craft in hangars. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;654/x28E&amp;lt;/b&amp;gt; || Living aliens are likely to require a special habitat to maintain their life systems.  The containment facility can keep up to 10 alien life forms in self contained units. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;655/x28F&amp;lt;/b&amp;gt; || Laser defences provide protection against incursion by hostile craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;656/x290&amp;lt;/b&amp;gt; || Plasma beam defences provide powerful and efficient protection against incursion by hostile craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;657/x291&amp;lt;/b&amp;gt; || Fusion missiles provide the most effective defence against alien attacks.  These missiles create an anti-matter implosion which destroys everything within a specific radius. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;658/x292&amp;lt;/b&amp;gt; || The Gravity shield repels alien craft attempting to land near the base long enough for all defence systems to fire again.  In practice this will double the effectiveness of any defence systems at your base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;659/x293&amp;lt;/b&amp;gt; || Since alien craft rely on brain waves to detect human presence then the most effective counter measure is to shield brain waves from the base.  This facility will drastically reduce the chances of detection by alien craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;660/x294&amp;lt;/b&amp;gt; || The psionics lab can assess the psionic potential of all soldiers at the base and give them the necessary training to utilise their psionic skills.  Each lab can train up to ten soldiers.  Training is allocated at the end of each month.  Psionic skills used in conjunction with a Psi-amp can be used for psionic attacks during combat. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;661/x295&amp;lt;/b&amp;gt; || Alien communications rely on a supra-dimensional wave which travels almost instantaneously. The decoder facility intercepts UFO transmissions and decodes the information.  This will show the type of UFO, the alien race and the type of activity. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;662/x296&amp;lt;/b&amp;gt; || Each hangar can accommodate one craft.  There are facilities for maintenance, refuelling and repair of XCom craft.  Each craft stationed at a base must have a free hangar assigned to it which cannot be used by other craft, even if the assigned craft is out on a mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;663/x297&amp;lt;/b&amp;gt; || The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;664/x298&amp;lt;/b&amp;gt; || This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;665/x299&amp;lt;/b&amp;gt; || The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;666/x29A&amp;lt;/b&amp;gt; || The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;667/x29B&amp;lt;/b&amp;gt; || The rocket launcher is a laser guided system which can fire three different sizes of missile. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;668/x29C&amp;lt;/b&amp;gt; || The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;669/x29D&amp;lt;/b&amp;gt; || The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;670/x29E&amp;lt;/b&amp;gt; || The heavy laser is cumbersome, but extremely effective. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;671/x29F&amp;lt;/b&amp;gt; || This standard issue grenade has an accurate and sophisticated timer for precision control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;672/x2A0&amp;lt;/b&amp;gt; || Smoke grenades are useful for providing cover in exposed combat situations.  Use with care because they can benefit the enemy as well &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;673/x2A1&amp;lt;/b&amp;gt; || A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;674/x2A2&amp;lt;/b&amp;gt; || This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;675/x2A3&amp;lt;/b&amp;gt; || This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select &#039;Use Scanner&#039; from the menu.  The Scanner display shows an arrow in the centre which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;676/x2A4&amp;lt;/b&amp;gt; || The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select &#039;use medi-kit&#039; from the menu.&amp;lt;br&amp;gt;HEALING&amp;gt; Red body parts show fatal wounds. Click on a body part that is wounded. Click on the &#039;Heal&#039; button. One fatal wound will be cured and some health restored.&amp;lt;br&amp;gt;STIMULANT&amp;gt; This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.&amp;lt;br&amp;gt;PAIN KILLER&amp;gt; This will restore the morale of wounded soldiers up to an amount equivalent to the soldier&#039;s lost health. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;677/x2A5&amp;lt;/b&amp;gt; || The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:&amp;lt;br&amp;gt;PANIC UNIT&amp;gt; If the attack is successful it will reduce the target&#039;s morale and may cause it to panic.&amp;lt;br&amp;gt;MIND CONTROL&amp;gt; If this is successful then you will gain immediate control of the enemy unit as if it was one of your own (except that you cannot access the object screen). It is more difficult to be successful with this type of attack. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;678/x2A6&amp;lt;/b&amp;gt; || This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;679/x2A7&amp;lt;/b&amp;gt; || The subject has died due to the trauma of interrogation. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;680/x2A8&amp;lt;/b&amp;gt; || The mind probe is an alien communication device which is used to take information directly from brain waves. XCom units can use this device in combat to display an alien&#039;s characteristics. Click on the mind probe and the &#039;use&#039; option. Then click on an alien with the cursor. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;681/x2A9&amp;lt;/b&amp;gt; || Plasma pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;682/x2AA&amp;lt;/b&amp;gt; || This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;683/x2AB&amp;lt;/b&amp;gt; || Size &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;684/x2AC&amp;lt;/b&amp;gt; || The corpse may be researched for a full autopsy report. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;685/x2AD&amp;lt;/b&amp;gt; || Not enough ammunition to arm &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;686/x2AE&amp;lt;/b&amp;gt; || This is an alien guided missile launcher which fires powerful &#039;blaster bombs&#039;. When you click to fire the weapon it will generate &#039;way points&#039; for the blaster bomb to follow.  When you have positioned enough way points click on the special launch icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;687/x2AF&amp;lt;/b&amp;gt; || A small launcher which fires stun bombs. Very useful for capturing live aliens. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;688/x2B0&amp;lt;/b&amp;gt; || This device works in the same way as a terrestrial grenade - except that it is more powerful. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;689/x2B1&amp;lt;/b&amp;gt; || Small Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;690/x2B2&amp;lt;/b&amp;gt; || Medium Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;691/x2B3&amp;lt;/b&amp;gt; || Large Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;692/x2B4&amp;lt;/b&amp;gt; || Harvester &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;693/x2B5&amp;lt;/b&amp;gt; || Abducter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;694/x2B6&amp;lt;/b&amp;gt; || Terror ship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;695/x2B7&amp;lt;/b&amp;gt; || Battleship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;696/x2B8&amp;lt;/b&amp;gt; || Supply ship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;697/x2B9&amp;lt;/b&amp;gt; || RATING&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;698/x2BA&amp;lt;/b&amp;gt; || TERRIBLE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;699/x2BB&amp;lt;/b&amp;gt; || POOR! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;700/x2BC&amp;lt;/b&amp;gt; || OK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;701/x2BD&amp;lt;/b&amp;gt; || GOOD! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;702/x2BE&amp;lt;/b&amp;gt; || EXCELLENT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;703/x2BF&amp;lt;/b&amp;gt; || SCORE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;704/x2C0&amp;lt;/b&amp;gt; || XCOM PROJECT MONTHLY REPORT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;705/x2C1&amp;lt;/b&amp;gt; || Month&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;706/x2C2&amp;lt;/b&amp;gt; || The council of funding nations is generally satisfied with your progress so far. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;707/x2C3&amp;lt;/b&amp;gt; || The council of funding nations is very pleased with your excellent progress.  Keep up the good work. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;708/x2C4&amp;lt;/b&amp;gt; || The council of funding nations is dissatisfied with your performance. You must improve your effectiveness in dealing with the alien menace or risk termination of the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;709/x2C5&amp;lt;/b&amp;gt; || You have not succeeded in dealing with the alien invasion and the council of funding nations has regrettably decided to terminate the project.  Each nation shall deal with the problem as they see fit.  We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;710/x2C6&amp;lt;/b&amp;gt; ||  is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;711/x2C7&amp;lt;/b&amp;gt; ||  are particularly happy with your progress in dealing with local alien incursion and have agreed to increase their funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;712/x2C8&amp;lt;/b&amp;gt; ||  and  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;713/x2C9&amp;lt;/b&amp;gt; ||  is unhappy with your ability to deal with alien activity in its territory and has decided to reduce its financial commitment. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;714/x2CA&amp;lt;/b&amp;gt; ||  are unhappy with your ability to deal with alien activity in their territory and have decided to reduce their funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;715/x2CB&amp;lt;/b&amp;gt; || knots &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;716/x2CC&amp;lt;/b&amp;gt; ||  has signed a secret pact with unknown alien forces and has withdrawn from the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;717/x2CD&amp;lt;/b&amp;gt; ||  have signed a secret pact with unknown alien forces and have withdrawn from the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;718/x2CE&amp;lt;/b&amp;gt; || Monthly Rating&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;719/x2CF&amp;lt;/b&amp;gt; || Funding change&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;720/x2D0&amp;lt;/b&amp;gt; || The funding council is not happy with your financial position. You must reduce your debts below $2million or the project will be terminated. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;721/x2D1&amp;lt;/b&amp;gt; || HYPER-WAVE TRANSMISSIONS ARE DECODED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;722/x2D2&amp;lt;/b&amp;gt; || CRAFT TYPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;723/x2D3&amp;lt;/b&amp;gt; || RACE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;724/x2D4&amp;lt;/b&amp;gt; || MISSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;725/x2D5&amp;lt;/b&amp;gt; || ZONE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;726/x2D6&amp;lt;/b&amp;gt; || Allocate Research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;727/x2D7&amp;lt;/b&amp;gt; || Allocate Manufacture &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;728/x2D8&amp;lt;/b&amp;gt; || New York &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;729/x2D9&amp;lt;/b&amp;gt; || Washington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;730/x2DA&amp;lt;/b&amp;gt; || Los Angeles &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;731/x2DB&amp;lt;/b&amp;gt; || Montreal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;732/x2DC&amp;lt;/b&amp;gt; || Havana &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;733/x2DD&amp;lt;/b&amp;gt; || Mexico City &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;734/x2DE&amp;lt;/b&amp;gt; || Chicago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;735/x2DF&amp;lt;/b&amp;gt; || Vancouver &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;736/x2E0&amp;lt;/b&amp;gt; || Dallas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;737/x2E1&amp;lt;/b&amp;gt; || Brasilia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;738/x2E2&amp;lt;/b&amp;gt; || Bogota &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;739/x2E3&amp;lt;/b&amp;gt; || Buenos Aires &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;740/x2E4&amp;lt;/b&amp;gt; || Santiago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;741/x2E5&amp;lt;/b&amp;gt; || Rio De Janeiro &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;742/x2E6&amp;lt;/b&amp;gt; || Lima &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;743/x2E7&amp;lt;/b&amp;gt; || Caracas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;744/x2E8&amp;lt;/b&amp;gt; || London &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;745/x2E9&amp;lt;/b&amp;gt; || Paris &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;746/x2EA&amp;lt;/b&amp;gt; || Berlin &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;747/x2EB&amp;lt;/b&amp;gt; || Moscow &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;748/x2EC&amp;lt;/b&amp;gt; || Rome &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;749/x2ED&amp;lt;/b&amp;gt; || Madrid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;750/x2EE&amp;lt;/b&amp;gt; || Budapest &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;751/x2EF&amp;lt;/b&amp;gt; || Lagos &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;752/x2F0&amp;lt;/b&amp;gt; || Cairo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;753/x2F1&amp;lt;/b&amp;gt; || Casablanca &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;754/x2F2&amp;lt;/b&amp;gt; || Pretoria &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;755/x2F3&amp;lt;/b&amp;gt; || Nairobi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;756/x2F4&amp;lt;/b&amp;gt; || Cape Town &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;757/x2F5&amp;lt;/b&amp;gt; || Kinshasa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;758/x2F6&amp;lt;/b&amp;gt; || Ankara &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;759/x2F7&amp;lt;/b&amp;gt; || Delhi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;760/x2F8&amp;lt;/b&amp;gt; || Karachi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;761/x2F9&amp;lt;/b&amp;gt; || Baghdad &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;762/x2FA&amp;lt;/b&amp;gt; || Tehran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;763/x2FB&amp;lt;/b&amp;gt; || Bombay &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;764/x2FC&amp;lt;/b&amp;gt; || Calcutta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;765/x2FD&amp;lt;/b&amp;gt; || Tokyo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;766/x2FE&amp;lt;/b&amp;gt; || Beijing &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;767/x2FF&amp;lt;/b&amp;gt; || Bangkok &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;768/x300&amp;lt;/b&amp;gt; || Manila &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;769/x301&amp;lt;/b&amp;gt; || Seoul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;770/x302&amp;lt;/b&amp;gt; || Singapore &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;771/x303&amp;lt;/b&amp;gt; || Jakarta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;772/x304&amp;lt;/b&amp;gt; || Shanghai &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;773/x305&amp;lt;/b&amp;gt; || Hong Kong &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;774/x306&amp;lt;/b&amp;gt; || Novosibirsk &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;775/x307&amp;lt;/b&amp;gt; || Canberra &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;776/x308&amp;lt;/b&amp;gt; || Wellington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;777/x309&amp;lt;/b&amp;gt; || Melbourne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;778/x30A&amp;lt;/b&amp;gt; || Perth &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;779/x30B&amp;lt;/b&amp;gt; || UFO&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Enemy Unknown &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;780/x30C&amp;lt;/b&amp;gt; || New Game &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;781/x30D&amp;lt;/b&amp;gt; || Load Saved Game &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;782/x30E&amp;lt;/b&amp;gt; || Select Difficulty Level &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;783/x30F&amp;lt;/b&amp;gt; || 1&amp;gt; Beginner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;784/x310&amp;lt;/b&amp;gt; || 2&amp;gt; Experienced &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;785/x311&amp;lt;/b&amp;gt; || 3&amp;gt; Veteran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;786/x312&amp;lt;/b&amp;gt; || 4&amp;gt; Genius &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;787/x313&amp;lt;/b&amp;gt; || 5&amp;gt; Superhuman &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;788/x314&amp;lt;/b&amp;gt; || Time &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;789/x315&amp;lt;/b&amp;gt; || Date &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;790/x316&amp;lt;/b&amp;gt; || Select game to load &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;791/x317&amp;lt;/b&amp;gt; || Select save position &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;792/x318&amp;lt;/b&amp;gt; || PSIONIC TRAINING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;793/x319&amp;lt;/b&amp;gt; || Remaining Psi-lab capacity&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;794/x31A&amp;lt;/b&amp;gt; || Psionic&amp;lt;br&amp;gt;Strength &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;795/x31B&amp;lt;/b&amp;gt; || Psionic Skill&amp;lt;br&amp;gt;/Improvement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;796/x31C&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;797/x31D&amp;lt;/b&amp;gt; || In&amp;lt;br&amp;gt;Training? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;798/x31E&amp;lt;/b&amp;gt; || TARGETTED BY: &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;799/x31F&amp;lt;/b&amp;gt; || WEAPONS/&amp;lt;br&amp;gt;CREW/HWPs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;800/x320&amp;lt;/b&amp;gt; || ABANDON GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;801/x321&amp;lt;/b&amp;gt; || Quit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;802/x322&amp;lt;/b&amp;gt; || is low on fuel,&amp;lt;br&amp;gt;returning to base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;803/x323&amp;lt;/b&amp;gt; || Soldier List &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;804/x324&amp;lt;/b&amp;gt; || RANK&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;805/x325&amp;lt;/b&amp;gt; || MISSIONS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;806/x326&amp;lt;/b&amp;gt; || KILLS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;807/x327&amp;lt;/b&amp;gt; || WOUND RECOVERY&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;808/x328&amp;lt;/b&amp;gt; || TIME UNITS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;809/x329&amp;lt;/b&amp;gt; || STAMINA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;810/x32A&amp;lt;/b&amp;gt; || HEALTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;811/x32B&amp;lt;/b&amp;gt; || BRAVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;812/x32C&amp;lt;/b&amp;gt; || REACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;813/x32D&amp;lt;/b&amp;gt; || FIRING ACCURACY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;814/x32E&amp;lt;/b&amp;gt; || THROWING ACCURACY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;815/x32F&amp;lt;/b&amp;gt; || STRENGTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;816/x330&amp;lt;/b&amp;gt; || PSIONIC STRENGTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;817/x331&amp;lt;/b&amp;gt; || PSIONIC SKILL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;818/x332&amp;lt;/b&amp;gt; || NEW RANK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;819/x333&amp;lt;/b&amp;gt; || Promotions &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;820/x334&amp;lt;/b&amp;gt; || SOLDIERS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;821/x335&amp;lt;/b&amp;gt; || Automated heavy weapons platforms are designed to complement an XCom squad. The combination of high fire power and strong armour makes these units valuable for open terrain fire fights. Make sure that there are sufficient cannon shells in your stores to re-arm tanks. They are armed automatically when you assign them to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;822/x336&amp;lt;/b&amp;gt; || This automated heavy weapons platform is armed with powerful rockets.  This will be devastating for any alien foe. Make sure your stores are kept supplied with HWP rockets. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;823/x337&amp;lt;/b&amp;gt; || Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammunition restrictions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;824/x338&amp;lt;/b&amp;gt; || Alien technology has given the HWP a new lease of life. The added manoeuvrability of air travel and the power of plasma beams is a lethal combination. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;825/x339&amp;lt;/b&amp;gt; || This hovertank has a fusion ball launcher that is capable of immense devastation.  Use it with great care.  You will have to manufacture the fusion balls to keep these HWPs fully armed. A fusion ball is an intelligent guided weapon. In order to fire it you select a number of &#039;way points&#039; with the cursor and then click on the launch icon to fire the fusion ball. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;826/x33A&amp;lt;/b&amp;gt; || This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;827/x33B&amp;lt;/b&amp;gt; || This small object is used as a power source for a plasma rifle - a medium powered alien weapon. Contains a small quantity of Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;828/x33C&amp;lt;/b&amp;gt; || Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;829/x33D&amp;lt;/b&amp;gt; || The Stun bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a small launcher. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;830/x33E&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;831/x33F&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;832/x340&amp;lt;/b&amp;gt; || The alien research mission is used for collecting basic data on earth and its inhabitants.  Small vehicles are predominantly used, with occasional landings in deserted areas.  This type of alien activity poses the least threat to XCom, with little concern from governments or the public. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;833/x341&amp;lt;/b&amp;gt; || The aliens have many uses for earth&#039;s fauna.  Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings.  This type of alien activity causes great concern by governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land.  The theory behind the &#039;alien harvest&#039; suggests that alien races originally &#039;seeded&#039; the planet with its flora and fauna, and now they have returned to reap the harvest they have sown. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;834/x342&amp;lt;/b&amp;gt; || This is the most insidious form of alien activity.  The abduction by aliens is widely reported, despite the aliens&#039; attempts to erase the experience from their victims&#039; memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens own genetic material. This activity causes great alarm, and occurs in populated areas or cities &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;835/x343&amp;lt;/b&amp;gt; || Earth governments can be infiltrated by alien agents which are human in appearance.  This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterised by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents the worst threat to XCom. If a government agrees to a pact then its funding will cease.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;836/x344&amp;lt;/b&amp;gt; || Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense UFO activity will occur as the base is being built.  These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region.  The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs. In order to locate a base an XCom craft must patrol an area for a few hours to stand some chance of detection. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;837/x345&amp;lt;/b&amp;gt; || When the aliens terrorise a city they will deploy some special forces with awesome powers.  Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the XCom project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;838/x346&amp;lt;/b&amp;gt; || If XCom interceptors are being particularly successful in shooting down UFOs then the aliens may take some retaliatory action. This could result in a direct attack against an XCom base.  However, the aliens have to find an XCom base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;839/x347&amp;lt;/b&amp;gt; || Once an alien base is constructed then it is resupplied on a regular basis by a special supply vessel.  If one of these vessels is detected while landing then it is certain that an alien base is nearby. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;840/x348&amp;lt;/b&amp;gt; || This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;841/x349&amp;lt;/b&amp;gt; || A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;842/x34A&amp;lt;/b&amp;gt; || The largest alien scout craft is a general purpose vessel that is used in all types of alien mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;843/x34B&amp;lt;/b&amp;gt; || The harvester has a trap door in its base and is equipped with lifting gear to haul up cattle or other beasts.  Laser cutters are used to extract the desired material and the carcass is dumped on the. ground. There are also storage containers for body parts. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;844/x34C&amp;lt;/b&amp;gt; || This vessel is equipped with an examination room for performing horrific experiments on human subjects.  The victim is normally paralysed by telepathic powers, but remains conscious while on the operating table. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;845/x34D&amp;lt;/b&amp;gt; || The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;846/x34E&amp;lt;/b&amp;gt; || The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;847/x34F&amp;lt;/b&amp;gt; || The supply vessel is used during the construction of alien bases or for supplying existing bases. It carries alien food containers and reproduction chambers. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;848/x350&amp;lt;/b&amp;gt; || Dismantle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;849/x351&amp;lt;/b&amp;gt; || FACILITY IN USE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;850/x352&amp;lt;/b&amp;gt; || CANNOT DISMANTLE FACILITY!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;All base facilities must be linked to the access lift. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;851/x353&amp;lt;/b&amp;gt; || Transfer Items to  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;852/x354&amp;lt;/b&amp;gt; || NO ALIEN CONTAINMENT FOR TRANSFER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Live aliens need an alien containment facility in order to survive  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;853/x355&amp;lt;/b&amp;gt; || AMOUNT AT&amp;lt;br&amp;gt;DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;854/x356&amp;lt;/b&amp;gt; || Alien dies as there is no alien containment facility &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;855/x357&amp;lt;/b&amp;gt; || NO FREE ACCOMODATION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;The destination base does not have enough space in the living quarters for the crew assigned to the craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;856/x358&amp;lt;/b&amp;gt; || Items Arriving &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;857/x359&amp;lt;/b&amp;gt; || Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;858/x35A&amp;lt;/b&amp;gt; || Pistol Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;859/x35B&amp;lt;/b&amp;gt; || Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;860/x35C&amp;lt;/b&amp;gt; || Rifle Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;861/x35D&amp;lt;/b&amp;gt; || Heavy Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;862/x35E&amp;lt;/b&amp;gt; || HC-AP Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;863/x35F&amp;lt;/b&amp;gt; || HC-HE Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;864/x360&amp;lt;/b&amp;gt; || HC-I Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;865/x361&amp;lt;/b&amp;gt; || Auto-Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;866/x362&amp;lt;/b&amp;gt; || AC-AP Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;867/x363&amp;lt;/b&amp;gt; || AC-HE Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;868/x364&amp;lt;/b&amp;gt; || AC-I Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;869/x365&amp;lt;/b&amp;gt; || Rocket Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;870/x366&amp;lt;/b&amp;gt; || Small Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;871/x367&amp;lt;/b&amp;gt; || Large Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;872/x368&amp;lt;/b&amp;gt; || Incendiary Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;873/x369&amp;lt;/b&amp;gt; || Laser Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;874/x36A&amp;lt;/b&amp;gt; || Laser Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;875/x36B&amp;lt;/b&amp;gt; || Heavy Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;876/x36C&amp;lt;/b&amp;gt; || Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;877/x36D&amp;lt;/b&amp;gt; || Smoke Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;878/x36E&amp;lt;/b&amp;gt; || Proximity Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;879/x36F&amp;lt;/b&amp;gt; || High Explosive &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;880/x370&amp;lt;/b&amp;gt; || Motion Scanner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;881/x371&amp;lt;/b&amp;gt; || Medi-Kit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;882/x372&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;883/x373&amp;lt;/b&amp;gt; || Stun Rod &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;884/x374&amp;lt;/b&amp;gt; || Heavy Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;885/x375&amp;lt;/b&amp;gt; || Heavy Plasma Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;886/x376&amp;lt;/b&amp;gt; || Plasma Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;887/x377&amp;lt;/b&amp;gt; || Plasma Rifle Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;888/x378&amp;lt;/b&amp;gt; || Plasma Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;889/x379&amp;lt;/b&amp;gt; || Plasma Pistol Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;890/x37A&amp;lt;/b&amp;gt; || Blaster Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;891/x37B&amp;lt;/b&amp;gt; || Blaster Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;892/x37C&amp;lt;/b&amp;gt; || Small Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;893/x37D&amp;lt;/b&amp;gt; || Stun Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;894/x37E&amp;lt;/b&amp;gt; || Alien Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;895/x37F&amp;lt;/b&amp;gt; || Elerium-115 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;896/x380&amp;lt;/b&amp;gt; || Mind Probe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;897/x381&amp;lt;/b&amp;gt; || Sectoid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;898/x382&amp;lt;/b&amp;gt; || Snakeman Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;899/x383&amp;lt;/b&amp;gt; || Ethereal Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;900/x384&amp;lt;/b&amp;gt; || Muton Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;901/x385&amp;lt;/b&amp;gt; || Floater Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;902/x386&amp;lt;/b&amp;gt; || Celatid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;903/x387&amp;lt;/b&amp;gt; || Silacoid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;904/x388&amp;lt;/b&amp;gt; || Chryssalid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;905/x389&amp;lt;/b&amp;gt; || Reaper Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;906/x38A&amp;lt;/b&amp;gt; || Sectopod Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;907/x38B&amp;lt;/b&amp;gt; || Cyberdisc Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;908/x38C&amp;lt;/b&amp;gt; || Not enough cannon rounds to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;909/x38D&amp;lt;/b&amp;gt; || Not enough rockets to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;910/x38E&amp;lt;/b&amp;gt; || Not enough fusion balls to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;911/x38F&amp;lt;/b&amp;gt; || Not enough equipment to fully re-equip squad &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;912/x390&amp;lt;/b&amp;gt; || Mars: Cydonia Landing &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;913/x391&amp;lt;/b&amp;gt; || Your Avenger craft has landed in the region of Cydonia on the surface of Mars. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area click on the &#039;abort mission&#039; icon to continue to the next stage. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;914/x392&amp;lt;/b&amp;gt; || Mars: The Final Assault &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;915/x393&amp;lt;/b&amp;gt; || The pyramid lift takes your battle weary soldiers deep below the planet&#039;s surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth.  It must be destroyed if the earth is to be saved from alien enslavement.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Good Luck! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;916/x394&amp;lt;/b&amp;gt; || in order to use or produce the&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;917/x395&amp;lt;/b&amp;gt; || The aliens have destroyed the undefended base  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;918/x396&amp;lt;/b&amp;gt; || XCom agents have located an alien base in  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;919/x397&amp;lt;/b&amp;gt; || STANDOFF &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;920/x398&amp;lt;/b&amp;gt; || CAUTIOUS ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;921/x399&amp;lt;/b&amp;gt; || STANDARD ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;922/x39A&amp;lt;/b&amp;gt; || AGGRESSIVE ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;923/x39B&amp;lt;/b&amp;gt; || DISENGAGING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;924/x39C&amp;lt;/b&amp;gt; || UFO HIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;925/x39D&amp;lt;/b&amp;gt; || UFO DESTROYED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;926/x39E&amp;lt;/b&amp;gt; || UFO CRASH LANDS! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;927/x39F&amp;lt;/b&amp;gt; || Minimise at Standoff Range Only &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;928/x3A0&amp;lt;/b&amp;gt; || UFO RETURN FIRE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;929/x3A1&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt; INTERCEPTOR DAMAGED &amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;930/x3A2&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt; INTERCEPTOR DESTROYED &amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;931/x3A3&amp;lt;/b&amp;gt; || UFO OUTRUNNING INTERCEPTOR! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;932/x3A4&amp;lt;/b&amp;gt; || ALIENS TERRORISE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;933/x3A5&amp;lt;/b&amp;gt; || Long Range Detection &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;934/x3A6&amp;lt;/b&amp;gt; || STORES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;935/x3A7&amp;lt;/b&amp;gt; || Difficulty Level &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;936/x3A8&amp;lt;/b&amp;gt; || INTERCEPT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;937/x3A9&amp;lt;/b&amp;gt; || BASES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;938/x3AA&amp;lt;/b&amp;gt; || GRAPHS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;939/x3AB&amp;lt;/b&amp;gt; || UFOPEDIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;940/x3AC&amp;lt;/b&amp;gt; || OPTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;941/x3AD&amp;lt;/b&amp;gt; || FUNDING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;942/x3AE&amp;lt;/b&amp;gt; || 5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;943/x3AF&amp;lt;/b&amp;gt; || 1 Min &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;944/x3B0&amp;lt;/b&amp;gt; || 5 Mins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;945/x3B1&amp;lt;/b&amp;gt; || 30 Mins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;946/x3B2&amp;lt;/b&amp;gt; || 1 Hour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;947/x3B3&amp;lt;/b&amp;gt; || 1 Day &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;948/x3B4&amp;lt;/b&amp;gt; || XCom Performance Roster &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;949/x3B5&amp;lt;/b&amp;gt; || Enter Name &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;950/x3B6&amp;lt;/b&amp;gt; || Performance Rating &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;951/x3B7&amp;lt;/b&amp;gt; || Victory Date &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;952/x3B8&amp;lt;/b&amp;gt; || Electro-flare &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;953/x3B9&amp;lt;/b&amp;gt; || This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;954/x3BA&amp;lt;/b&amp;gt; || Monthly Costs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;955/x3BB&amp;lt;/b&amp;gt; || Craft Rental &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;956/x3BC&amp;lt;/b&amp;gt; || Salaries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;957/x3BD&amp;lt;/b&amp;gt; || Base maintenance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;958/x3BE&amp;lt;/b&amp;gt; || Cost per unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;959/x3BF&amp;lt;/b&amp;gt; || Quantity &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;960/x3C0&amp;lt;/b&amp;gt; || Total &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;961/x3C1&amp;lt;/b&amp;gt; ||  day &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;962/x3C2&amp;lt;/b&amp;gt; ||  days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;963/x3C3&amp;lt;/b&amp;gt; || In Psionic Training &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;964/x3C4&amp;lt;/b&amp;gt; || This device is a highly explosive missile that has an intelligent guidance system. It is fired from a blaster launcher. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;965/x3C5&amp;lt;/b&amp;gt; || Please look up the page listed below in your Game Manual, and enter the eight digit code listed at the bottom of the page.&amp;lt;br&amp;gt;EG:  Page 13 of Game Manual Code: 3994-9668&amp;lt;br&amp;gt;Please Enter the Code from Page  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;966/x3C6&amp;lt;/b&amp;gt; || Front Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;967/x3C7&amp;lt;/b&amp;gt; || Left Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;968/x3C8&amp;lt;/b&amp;gt; || Right Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;969/x3C9&amp;lt;/b&amp;gt; || Rear Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;970/x3CA&amp;lt;/b&amp;gt; || Under Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;971/x3CB&amp;lt;/b&amp;gt; || Rounds &lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[FRENCH.DAT]]&lt;br /&gt;
* [[GERMAN.DAT]]&lt;br /&gt;
* [[ENGLISH.DAT (TFTD)]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT&amp;diff=31942</id>
		<title>ENGLISH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ENGLISH.DAT&amp;diff=31942"/>
		<updated>2010-10-28T04:09:03Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [[GeoScape String Files|one of the files]] containing the strings used by the [[GEOSCAPE.EXE|geoscape game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.&lt;br /&gt;
&lt;br /&gt;
There are 972 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! English.Dat (46601 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;000/x000&amp;lt;/b&amp;gt; || TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;001/x001&amp;lt;/b&amp;gt; || COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS. THE BEST AVAILABLE EARTH BASED TECHNOLOGY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;002/x002&amp;lt;/b&amp;gt; || TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;003/x003&amp;lt;/b&amp;gt; || TROOP TRANSPORTER. THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L) CAPABILITY. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;004/x004&amp;lt;/b&amp;gt; || COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;005/x005&amp;lt;/b&amp;gt; || ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;006/x006&amp;lt;/b&amp;gt; || AIR TO AIR MISSILE WITH NUCLEAR WARHEAD, BUT AN EXTREMELY HEAVY LOAD. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;007/x007&amp;lt;/b&amp;gt; || HIGH POWERED CANNON WHICH FIRES ARMOUR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;008/x008&amp;lt;/b&amp;gt; || THIS LAUNCHER FIRES A BALL SHAPED MISSILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;009/x009&amp;lt;/b&amp;gt; || THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;010/x00A&amp;lt;/b&amp;gt; || THE GRAVITY BEAM DIRECTS A FINELY CHANNELLED IMPLODING GRAVITY FIELD. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;011/x00B&amp;lt;/b&amp;gt; || The Sectoid Hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation.  The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society.  The cattle provide both nutrition and genetic material.  This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;012/x00C&amp;lt;/b&amp;gt; || The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed.  The structure suggests genetic alteration or mutation.  The small mouth and nose appear to have little function.  The webbing between the fingers, and the flat feet suggest aquatic origins.  There are no reproductive organs, and no clues as to how this species can reproduce.  They are most probably a genetically engineered species. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;013/x00D&amp;lt;/b&amp;gt; || This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant &#039;foot&#039; which protects all the vital organs.  Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;014/x00E&amp;lt;/b&amp;gt; || The skin is extremely tough and heat resistant.  The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion.  The only true muscle is the &#039;heart&#039;.  The reproductive system appears to be very efficient.  Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time.  Left to its own devices this species would be a severe threat to life on earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;015/x00F&amp;lt;/b&amp;gt; || This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.  The apparently weak physical abilities of this creature are sustained by its mental powers.  We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.  They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;016/x010&amp;lt;/b&amp;gt; || This being is physically retarded and seems incapable of sustaining any life functions.  The muscles are severely atrophied and the internal organs appear to be under-developed.  The sensory organs, including the eyes, do not appear to function at all.  The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply.  It is a mystery as to how this creature can sustain itself without external support. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;017/x011&amp;lt;/b&amp;gt; || This humanoid creature is physically powerful and intelligent.  They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores.  They appear to rely on telepathic commands from a race known as &#039;Ethereals&#039;.  Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance.  They are clearly the foot soldiers for a higher intelligence. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;018/x012&amp;lt;/b&amp;gt; || The &#039;skin&#039; of this creature appears to be an organically created protective armour which is grafted onto the body.  There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses.  The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest.  Armour piercing ammunition is not very effective against their toughened skin. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;019/x013&amp;lt;/b&amp;gt; || This life-form has the mysterious natural ability to float through the air.  It appears to detect human brain waves and will move towards a human target even if well hidden.  Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom.  The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wonderings. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;020/x014&amp;lt;/b&amp;gt; || The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system.  The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;021/x015&amp;lt;/b&amp;gt; || This silicon based life form generates an enormous amount of heat.  It has the strength to crush rocks which can then be ingested by the hot core.  It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;022/x016&amp;lt;/b&amp;gt; || The core of the creature is extremely hot, and seems to be the basis for a digestive system.  Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed by fire or incendiary ammunition. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;023/x017&amp;lt;/b&amp;gt; || The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie.  A new Chryssalid will burst from the victim shortly after impregnation.  Chryssalids are associated with the Snakeman race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;024/x018&amp;lt;/b&amp;gt; || The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition.  The brain is well developed, and its cell growth rate very fast.  The creature carries twenty eggs which are laid inside other organisms.  This creature is a very effective terror weapon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;025/x019&amp;lt;/b&amp;gt; || The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;026/x01A&amp;lt;/b&amp;gt; || The creature has been drastically altered by surgery.  The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system.  This would enable the creature to survive in extremely hostile environments.  The brain is smaller than ours, but the sensory organs are well developed.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;027/x01B&amp;lt;/b&amp;gt; || This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. the primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with Floaters. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;028/x01C&amp;lt;/b&amp;gt; || The Reaper contains two &#039;brains&#039; and two &#039;hearts&#039; which allow it to function even when heavily wounded.  However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;029/x01D&amp;lt;/b&amp;gt; || Sectopods are robot creatures with a powerful plasma beam weapon. The control if these mechanical beasts is via a telepathic link to their controllers, the Ethereals.  Sectopods are the most powerful terror weapon available to the alien forces. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;030/x01E&amp;lt;/b&amp;gt; || The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons.  However, the sensing circuitry seems particularly vulnerable to laser weapons.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;031/x01F&amp;lt;/b&amp;gt; || This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;032/x020&amp;lt;/b&amp;gt; || The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;033/x021&amp;lt;/b&amp;gt; || The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy.  The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power.  This unit can be reproduced easily using alien alloys. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;034/x022&amp;lt;/b&amp;gt; || Alien craft use sophisticated computers to navigate on earth and through space.  The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can be used easily by humans, and it can be reproduced using alien alloys and other components. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;035/x023&amp;lt;/b&amp;gt; || Alien craft consist of three main components - a power source, a navigation system and a hull built from alien alloys.  The hull is specially designed to allow gravity waves to be directed and controlled.  In addition a small quantity of Elerium is required to fuel the power source.  Once the principles of construction are understood, and the functions of each component are known, then it is possible to build these types of craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;036/x024&amp;lt;/b&amp;gt; || These chambers contain various enzymes which are used to digest the body parts of cattle, other animals and even humans.  The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;037/x025&amp;lt;/b&amp;gt; || These chambers contain alien foetuses.  The design of these containers seems to suggest that the aliens which use this process rely completely on laboratory reproduction.  The rich nutrients ensure rapid development of the foetus.  This factory line system could generate thousands of alien clones in a short space of time.  The process could be easily adapted for human reproduction, or alien-human hybrids. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;038/x026&amp;lt;/b&amp;gt; || The most likely function of these spheres is recreational.  The psionic circuitry stimulates various centres of the brain.  The effect is similar to hallucinogenic drugs.  This is the only evidence that aliens have any cultural or recreational pastimes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;039/x027&amp;lt;/b&amp;gt; || This surgical equipment uses laser cutters to extract certain body parts from cattle and other animals.  The widespread cattle mutilations can be accounted for by this bizarre alien activity.  It is likely that these parts are used for nutritional or genetic purposes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;040/x028&amp;lt;/b&amp;gt; || In the past many thousands of people have claimed to have been abducted by aliens, sometimes repeatedly.  The truth is far more horrific.  Humans are abducted, researched and monitored.  The best specimens have genetic material extracted.  Women have human-alien hybrid foetuses implanted, and then removed several months later.  Who knows what sinister motives the aliens have? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;041/x029&amp;lt;/b&amp;gt; || Alien craft are constructed from special alloys with unique properties.  They are extremely light and durable, and can be moulded by electro-magnetic methods.  This material can be reproduced and used in many kinds of manufacturing processes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;042/x02A&amp;lt;/b&amp;gt; || You will need to research a&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;043/x02B&amp;lt;/b&amp;gt; || This element has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;044/x02C&amp;lt;/b&amp;gt; || It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number.  The best we can do is slow down their progress.  The only hope for humanity is to tackle the aliens at their source.  Our research seems to indicate a nearby base of operations within our solar system.  Aliens indicate this place to be the centre of an ancient civilisation that pre-dates Human history.  We must locate this place as soon as possible.  However we need to capture and interrogate an alien leader to gain more detailed information. The larger UFOs probably contain at least one Alien leader. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;045/x02D&amp;lt;/b&amp;gt; || Our research now points to Mars as the base of alien operations.  The base is well hidden, and contains all the manufacturing and cloning facilities to fuel the infiltration of earth.  It also seems to contain a controlling computer of some kind that controls the whole operation. It seems that the hive-like alien society has some kind of &#039;queen bee&#039;. This is their fundamental weakness - if we can eliminate the &#039;brain&#039; then the body will die.  We must step up our research efforts before it is too late.  In order to progress we must capture the highest ranking aliens - the commanders - which only reside in alien bases.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;046/x02E&amp;lt;/b&amp;gt; || It is now clear that the alien hordes are being controlled from an underground base in Cydonia - which is an unusual area of Mars featuring five sided pyramids and a large formation resembling a human face.  Cydonian civilisation once flourished on Mars many millions of years ago, but we do not know why it died out, or what the connection is with the latest alien activity there. Whatever the explanation we must send an expedition to Cydonia.  This is the only way that we can defeat the aliens.  We must destroy the controlling master &#039;brain&#039;.  We will need an Avenger craft equipped with the most awesome destructive power at our disposal.  There is nothing more we can learn here - we must await the outcome of the Cydonian assault. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;047/x02F&amp;lt;/b&amp;gt; || Terror Site- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;048/x030&amp;lt;/b&amp;gt; || CENTRE ON SITE-TIME=5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;049/x031&amp;lt;/b&amp;gt; || CANCEL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;050/x032&amp;lt;/b&amp;gt; || None &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;051/x033&amp;lt;/b&amp;gt; || Unknown &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;052/x034&amp;lt;/b&amp;gt; || Poor &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;053/x035&amp;lt;/b&amp;gt; || Average &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;054/x036&amp;lt;/b&amp;gt; || Good &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;055/x037&amp;lt;/b&amp;gt; || Excellent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;056/x038&amp;lt;/b&amp;gt; || FUNDS&amp;gt; $ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;057/x039&amp;lt;/b&amp;gt; || BUILD NEW BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;058/x03A&amp;lt;/b&amp;gt; || BASE INFORMATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;059/x03B&amp;lt;/b&amp;gt; || EQUIP CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;060/x03C&amp;lt;/b&amp;gt; || BUILD FACILITIES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;061/x03D&amp;lt;/b&amp;gt; || RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;062/x03E&amp;lt;/b&amp;gt; || MANUFACTURE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;063/x03F&amp;lt;/b&amp;gt; || TRANSFER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;064/x040&amp;lt;/b&amp;gt; || PURCHASE/RECRUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;065/x041&amp;lt;/b&amp;gt; || SELL/SACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;066/x042&amp;lt;/b&amp;gt; || GEOSCAPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;067/x043&amp;lt;/b&amp;gt; || XCom Bases &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;068/x044&amp;lt;/b&amp;gt; || Name &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;069/x045&amp;lt;/b&amp;gt; || Area &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;070/x046&amp;lt;/b&amp;gt; || Build New Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;071/x047&amp;lt;/b&amp;gt; || Cancel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;072/x048&amp;lt;/b&amp;gt; || COST&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;073/x049&amp;lt;/b&amp;gt; || CONSTRUCTION TIME&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;074/x04A&amp;lt;/b&amp;gt; ||  days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;075/x04B&amp;lt;/b&amp;gt; || MAINTENANCE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;076/x04C&amp;lt;/b&amp;gt; || OK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;077/x04D&amp;lt;/b&amp;gt; || Installation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;078/x04E&amp;lt;/b&amp;gt; || CURRENT RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;079/x04F&amp;lt;/b&amp;gt; || Scientists Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;080/x050&amp;lt;/b&amp;gt; || Scientists Allocated&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;081/x051&amp;lt;/b&amp;gt; || Laboratory Space Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;082/x052&amp;lt;/b&amp;gt; || RESEARCH PROJECT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;083/x053&amp;lt;/b&amp;gt; || SCIENTISTS ALLOCATED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;084/x054&amp;lt;/b&amp;gt; || PROGRESS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;085/x055&amp;lt;/b&amp;gt; || New Project &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;086/x056&amp;lt;/b&amp;gt; || NEW RESEARCH PROJECTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;087/x057&amp;lt;/b&amp;gt; || SCIENTISTS AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;088/x058&amp;lt;/b&amp;gt; || LABORATORY SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;089/x059&amp;lt;/b&amp;gt; || Increase &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;090/x05A&amp;lt;/b&amp;gt; || Decrease &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;091/x05B&amp;lt;/b&amp;gt; || START PROJECT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;092/x05C&amp;lt;/b&amp;gt; || CURRENT PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;093/x05D&amp;lt;/b&amp;gt; || Engineers Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;094/x05E&amp;lt;/b&amp;gt; || Engineers Allocated&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;095/x05F&amp;lt;/b&amp;gt; || Workshop Space Available&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;096/x060&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;097/x061&amp;lt;/b&amp;gt; || ITEM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;098/x062&amp;lt;/b&amp;gt; || Engineers&amp;lt;br&amp;gt;Allocated &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;099/x063&amp;lt;/b&amp;gt; || Units&amp;lt;br&amp;gt;Produced &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100/x064&amp;lt;/b&amp;gt; || Total to&amp;lt;br&amp;gt;Produce &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101/x065&amp;lt;/b&amp;gt; || Cost&amp;lt;br&amp;gt;per&amp;lt;br&amp;gt;Unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102/x066&amp;lt;/b&amp;gt; || Days/Hours&amp;lt;br&amp;gt;Left &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103/x067&amp;lt;/b&amp;gt; || New Production &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104/x068&amp;lt;/b&amp;gt; || Production Items &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105/x069&amp;lt;/b&amp;gt; || CATEGORY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106/x06A&amp;lt;/b&amp;gt; || START PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107/x06B&amp;lt;/b&amp;gt; ||  Engineer hours to produce one unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108/x06C&amp;lt;/b&amp;gt; || Cost per unit&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109/x06D&amp;lt;/b&amp;gt; || Work Space Required&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110/x06E&amp;lt;/b&amp;gt; || SPECIAL MATERIALS REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111/x06F&amp;lt;/b&amp;gt; || ITEM&amp;lt;br&amp;gt;REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112/x070&amp;lt;/b&amp;gt; || UNITS&amp;lt;br&amp;gt;REQUIRED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113/x071&amp;lt;/b&amp;gt; || UNITS&amp;lt;br&amp;gt;AVAILABLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114/x072&amp;lt;/b&amp;gt; || STOP PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115/x073&amp;lt;/b&amp;gt; || ENGINEERS AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116/x074&amp;lt;/b&amp;gt; || WORKSHOP SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117/x075&amp;lt;/b&amp;gt; || Engineers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118/x076&amp;lt;/b&amp;gt; || Allocated  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119/x077&amp;lt;/b&amp;gt; || INCREASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120/x078&amp;lt;/b&amp;gt; || DECREASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121/x079&amp;lt;/b&amp;gt; || Units to &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122/x07A&amp;lt;/b&amp;gt; || Produce  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123/x07B&amp;lt;/b&amp;gt; || Purchase/Hire Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124/x07C&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125/x07D&amp;lt;/b&amp;gt; || Cost of Purchases&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126/x07E&amp;lt;/b&amp;gt; || COST PER UNIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127/x07F&amp;lt;/b&amp;gt; || QUANTITY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128/x080&amp;lt;/b&amp;gt; || PERSONNEL AVAILABLE:PERSONNEL TOTAL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129/x081&amp;lt;/b&amp;gt; || Soldiers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130/x082&amp;lt;/b&amp;gt; || Engineers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131/x083&amp;lt;/b&amp;gt; || Scientists &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132/x084&amp;lt;/b&amp;gt; || SPACE USED:SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133/x085&amp;lt;/b&amp;gt; || Living Quarters &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134/x086&amp;lt;/b&amp;gt; || Stores &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135/x087&amp;lt;/b&amp;gt; || Laboratories &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136/x088&amp;lt;/b&amp;gt; || Work Shops &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137/x089&amp;lt;/b&amp;gt; || Hangars &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138/x08A&amp;lt;/b&amp;gt; || Short Range Detection &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139/x08B&amp;lt;/b&amp;gt; || Defence Strength &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140/x08C&amp;lt;/b&amp;gt; || TRANSFERS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141/x08D&amp;lt;/b&amp;gt; || Transfers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142/x08E&amp;lt;/b&amp;gt; || Arrival Time (hours) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143/x08F&amp;lt;/b&amp;gt; || Cost&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144/x090&amp;lt;/b&amp;gt; || Area&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145/x091&amp;lt;/b&amp;gt; || Base Name? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146/x092&amp;lt;/b&amp;gt; || SELECT POSITION FOR ACCESS LIFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147/x093&amp;lt;/b&amp;gt; || Transfer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148/x094&amp;lt;/b&amp;gt; || AMOUNT TO&amp;lt;br&amp;gt; TRANSFER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149/x095&amp;lt;/b&amp;gt; || Select Destination Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150/x096&amp;lt;/b&amp;gt; || Current Funds&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151/x097&amp;lt;/b&amp;gt; || Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152/x098&amp;lt;/b&amp;gt; || As you enter the chamber you see the alien brain - the object of your quest.  Before you can fire it communicates to you via a screen at its base.  It implores you to listen to its arguments for survival before you make the decision to pull the trigger... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153/x099&amp;lt;/b&amp;gt; || The brain speaks: &#039;Many millions of years ago the planet you call Mars was alive.  This life was brought to a barren planet by our civilisation as it was to yours.  For millions of years we have visited your planet and genetically developed your species.  You cannot kill us, you are part of us... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154/x09A&amp;lt;/b&amp;gt; || Here is the centre of Martian civilisation - the pyramids built millions of years before yours - by a species which is your ancestor.  No planet is beyond our reach.  This power could be yours before long. All we ask is your co-operation... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155/x09B&amp;lt;/b&amp;gt; || The aliens attempt to exterminate all humanity, destroying cities and poisoning the air and sea.  The resistance of earth armies is futile in the face of vastly superior technology. Surviving generations suffer terrible mutations as they flee alien destruction.  They are rounded up into slave camps to help transform earth into an alien colony which is part of some unknown empire. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156/x09C&amp;lt;/b&amp;gt; || The knowledge gained through the XCom project is lost forever. You have failed to save the earth. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157/x09D&amp;lt;/b&amp;gt; || The alien brain is interrupted by a burst of hot plasma, and the entire alien force is defeated. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158/x09E&amp;lt;/b&amp;gt; || Once the aliens have lost Mars they have lost the earth.  Before long the XCom research allows humanity to flourish once more, and claim Mars for itself.  The alien menace has gone, but for how long, no one knows... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159/x09F&amp;lt;/b&amp;gt; || You have failed to stop the alien onslaught.  One by one the funding nations sign pacts with aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160/x0A0&amp;lt;/b&amp;gt; || TOTAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161/x0A1&amp;lt;/b&amp;gt; || Income &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162/x0A2&amp;lt;/b&amp;gt; || Expenditure &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163/x0A3&amp;lt;/b&amp;gt; || Maintenance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164/x0A4&amp;lt;/b&amp;gt; || Balance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165/x0A5&amp;lt;/b&amp;gt; || UFO Activity in Areas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166/x0A6&amp;lt;/b&amp;gt; || UFO Activity in Countries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167/x0A7&amp;lt;/b&amp;gt; || XCom Activity in Areas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168/x0A8&amp;lt;/b&amp;gt; || XCom Activity in Countries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169/x0A9&amp;lt;/b&amp;gt; || Finance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170/x0AA&amp;lt;/b&amp;gt; || st &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171/x0AB&amp;lt;/b&amp;gt; || nd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172/x0AC&amp;lt;/b&amp;gt; || rd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173/x0AD&amp;lt;/b&amp;gt; || th &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174/x0AE&amp;lt;/b&amp;gt; || Not enough special materials to produce&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175/x0AF&amp;lt;/b&amp;gt; || Not enough money to produce&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176/x0B0&amp;lt;/b&amp;gt; || Production complete:&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177/x0B1&amp;lt;/b&amp;gt; || Production of&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178/x0B2&amp;lt;/b&amp;gt; || at&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179/x0B3&amp;lt;/b&amp;gt; || is complete &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180/x0B4&amp;lt;/b&amp;gt; || OK - 5 secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181/x0B5&amp;lt;/b&amp;gt; || Research Completed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182/x0B6&amp;lt;/b&amp;gt; || VIEW REPORTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183/x0B7&amp;lt;/b&amp;gt; || We can now research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184/x0B8&amp;lt;/b&amp;gt; || We can now produce &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185/x0B9&amp;lt;/b&amp;gt; || SUNDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186/x0BA&amp;lt;/b&amp;gt; || MONDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187/x0BB&amp;lt;/b&amp;gt; || TUESDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188/x0BC&amp;lt;/b&amp;gt; || WEDNESDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189/x0BD&amp;lt;/b&amp;gt; || THURSDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190/x0BE&amp;lt;/b&amp;gt; || FRIDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191/x0BF&amp;lt;/b&amp;gt; || SATURDAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192/x0C0&amp;lt;/b&amp;gt; || Not enough  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193/x0C1&amp;lt;/b&amp;gt; ||  to refuel  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194/x0C2&amp;lt;/b&amp;gt; ||  to rearm  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195/x0C3&amp;lt;/b&amp;gt; ||  at  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196/x0C4&amp;lt;/b&amp;gt; || UFO is not recovered &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197/x0C5&amp;lt;/b&amp;gt; || UFO is recovered &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;198/x0C6&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;199/x0C7&amp;lt;/b&amp;gt; || Terror continues &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;200/x0C8&amp;lt;/b&amp;gt; || Aliens defeated &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;201/x0C9&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;202/x0CA&amp;lt;/b&amp;gt; || Base is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;203/x0CB&amp;lt;/b&amp;gt; || Base is saved &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;204/x0CC&amp;lt;/b&amp;gt; || Base is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;205/x0CD&amp;lt;/b&amp;gt; || Alien Base still intact &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;206/x0CE&amp;lt;/b&amp;gt; || Alien Base destroyed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;207/x0CF&amp;lt;/b&amp;gt; || Craft is lost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;208/x0D0&amp;lt;/b&amp;gt; || ALIENS KILLED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;209/x0D1&amp;lt;/b&amp;gt; || ALIEN CORPSES RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;210/x0D2&amp;lt;/b&amp;gt; || LIVE ALIENS RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;211/x0D3&amp;lt;/b&amp;gt; || ALIEN ARTEFACTS RECOVERED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;212/x0D4&amp;lt;/b&amp;gt; || ALIEN BASE CONTROL DESTROYED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;213/x0D5&amp;lt;/b&amp;gt; || CIVILIANS KILLED BY ALIENS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;214/x0D6&amp;lt;/b&amp;gt; || CIVILIANS KILLED BY XCOM OPERATIVES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;215/x0D7&amp;lt;/b&amp;gt; || CIVILIANS SAVED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;216/x0D8&amp;lt;/b&amp;gt; || XCOM OPERATIVES KILLED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;217/x0D9&amp;lt;/b&amp;gt; || XCOM OPERATIVES RETIRED THROUGH INJURY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;218/x0DA&amp;lt;/b&amp;gt; || XCOM OPERATIVES MISSING IN ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;219/x0DB&amp;lt;/b&amp;gt; || TANKS DESTROYED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;220/x0DC&amp;lt;/b&amp;gt; || XCOM CRAFT LOST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;221/x0DD&amp;lt;/b&amp;gt; || UFO RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;222/x0DE&amp;lt;/b&amp;gt; || ALIEN BASE RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;223/x0DF&amp;lt;/b&amp;gt; ||  under attack! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;224/x0E0&amp;lt;/b&amp;gt; || BASE DEFENCES INITIATED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;225/x0E1&amp;lt;/b&amp;gt; || GRAV SHIELD REPELS UFO! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;226/x0E2&amp;lt;/b&amp;gt; || FIRING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;227/x0E3&amp;lt;/b&amp;gt; || HIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;228/x0E4&amp;lt;/b&amp;gt; || UFO DESTROYED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;229/x0E5&amp;lt;/b&amp;gt; || MISSED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;230/x0E6&amp;lt;/b&amp;gt; || Sell Items/Sack Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;231/x0E7&amp;lt;/b&amp;gt; || VALUE OF SALES&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;232/x0E8&amp;lt;/b&amp;gt; || FUNDS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;233/x0E9&amp;lt;/b&amp;gt; || Sell/Sack &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;234/x0EA&amp;lt;/b&amp;gt; || Value &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;235/x0EB&amp;lt;/b&amp;gt; || UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;236/x0EC&amp;lt;/b&amp;gt; || CRAFT&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;237/x0ED&amp;lt;/b&amp;gt; || UFO CRASH RECOVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;238/x0EE&amp;lt;/b&amp;gt; || Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;239/x0EF&amp;lt;/b&amp;gt; || UFO GROUND ASSAULT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;240/x0F0&amp;lt;/b&amp;gt; || Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;241/x0F1&amp;lt;/b&amp;gt; || BASE DEFENCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;242/x0F2&amp;lt;/b&amp;gt; || BASE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;243/x0F3&amp;lt;/b&amp;gt; || An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the &#039;abort mission&#039; icon you will concede defeat and lose the base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;244/x0F4&amp;lt;/b&amp;gt; || ALIEN BASE ASSAULT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;245/x0F5&amp;lt;/b&amp;gt; || CRAFT&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;246/x0F6&amp;lt;/b&amp;gt; || XCom operatives have gained entrance to an alien base.  The control centre must be destroyed to render the base inoperative.  The Mission will terminate when all enemies are eliminated, or when your squad has returned to the green exit area (click on the &#039;abort mission&#039; icon to escape). &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;247/x0F7&amp;lt;/b&amp;gt; || You have arrived in Cydonia.  You gain entry to a large underground complex near the Martian Sphinx.  You must destroy the Alien Brain that controls all alien activity.  The fate of humanity is in your hands.... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;248/x0F8&amp;lt;/b&amp;gt; || TERROR SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;249/x0F9&amp;lt;/b&amp;gt; || TERROR MISSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;250/x0FA&amp;lt;/b&amp;gt; || Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any civilians in the area by neutralising the alien menace.	To abort the mission return XCom operatives to transport vehicle and  click on the &#039;Abort Mission&#039; icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;251/x0FB&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR CRAFT PRODUCTION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;252/x0FC&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR PURCHASE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;253/x0FD&amp;lt;/b&amp;gt; || NO FREE HANGARS FOR TRANSFER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar.  Build a new hangar or transfer a craft to another base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;254/x0FE&amp;lt;/b&amp;gt; || CANNOT BUILD HERE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You must build next to an existing base facility. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;255/x0FF&amp;lt;/b&amp;gt; || NO FREE ACCOMODATION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;The destination base does not have enough space in living quarters. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;256/x100&amp;lt;/b&amp;gt; || NOT ENOUGH WORK SPACE AVAILABLE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build a new workshop or reduce work on other projects. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;257/x101&amp;lt;/b&amp;gt; || NOT ENOUGH MONEY! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;258/x102&amp;lt;/b&amp;gt; || NOT ENOUGH TRANSFER SUPPORT!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Wait for existing transfers or purchases to reach destination. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;259/x103&amp;lt;/b&amp;gt; || NO MORE SOLDIERS ALLOWED!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You have already recruited the maximum number of soldiers. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;260/x104&amp;lt;/b&amp;gt; || NOT ENOUGH STORE SPACE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build a new store facility or transfer existing stores to other bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;261/x105&amp;lt;/b&amp;gt; || NOT ENOUGH LIVING SPACE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Build new living quarters or transfer personnel to other bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;262/x106&amp;lt;/b&amp;gt; || NO MORE EQUIPMENT ALLOWED ON BOARD!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;You are only allowed to take a maximum of 80 items of equipment on missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;263/x107&amp;lt;/b&amp;gt; || TOO MANY BUTTONS! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;264/x108&amp;lt;/b&amp;gt; || LAUNCH INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;265/x109&amp;lt;/b&amp;gt; || CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;266/x10A&amp;lt;/b&amp;gt; || STATUS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;267/x10B&amp;lt;/b&amp;gt; || BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;268/x10C&amp;lt;/b&amp;gt; || READY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;269/x10D&amp;lt;/b&amp;gt; || OUT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;270/x10E&amp;lt;/b&amp;gt; || REPAIRS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;271/x10F&amp;lt;/b&amp;gt; || REFUELLING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;272/x110&amp;lt;/b&amp;gt; || REARMING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;273/x111&amp;lt;/b&amp;gt; || TARGET:  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;274/x112&amp;lt;/b&amp;gt; || ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;275/x113&amp;lt;/b&amp;gt; || CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;276/x114&amp;lt;/b&amp;gt; || LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;277/x115&amp;lt;/b&amp;gt; || TARGET: WAY POINT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;278/x116&amp;lt;/b&amp;gt; || Are you sure you want to send this craft on a mission to Cydonia? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;279/x117&amp;lt;/b&amp;gt; || YES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;280/x118&amp;lt;/b&amp;gt; || NO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;281/x119&amp;lt;/b&amp;gt; || SELECT DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;282/x11A&amp;lt;/b&amp;gt; || CYDONIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;283/x11B&amp;lt;/b&amp;gt; || SELECT SITE FOR NEW BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;284/x11C&amp;lt;/b&amp;gt; || RETURN TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;285/x11D&amp;lt;/b&amp;gt; || SELECT NEW TARGET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;286/x11E&amp;lt;/b&amp;gt; || PATROL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;287/x11F&amp;lt;/b&amp;gt; || STATUS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;288/x120&amp;lt;/b&amp;gt; || DAMAGED - RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;289/x121&amp;lt;/b&amp;gt; || LOW FUEL - RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;290/x122&amp;lt;/b&amp;gt; || PATROLLING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;291/x123&amp;lt;/b&amp;gt; || TAILING UFO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;292/x124&amp;lt;/b&amp;gt; || INTERCEPTING UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;293/x125&amp;lt;/b&amp;gt; || RETURNING TO BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;294/x126&amp;lt;/b&amp;gt; || DESTINATION: ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;295/x127&amp;lt;/b&amp;gt; || DESTINATION: CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;296/x128&amp;lt;/b&amp;gt; || DESTINATION: LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;297/x129&amp;lt;/b&amp;gt; || DESTINATION: WAY POINT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;298/x12A&amp;lt;/b&amp;gt; || BASE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;299/x12B&amp;lt;/b&amp;gt; || SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;300/x12C&amp;lt;/b&amp;gt; || MAXIMUM SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;301/x12D&amp;lt;/b&amp;gt; || ALTITUDE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;302/x12E&amp;lt;/b&amp;gt; || VERY LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;303/x12F&amp;lt;/b&amp;gt; || LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;304/x130&amp;lt;/b&amp;gt; || HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;305/x131&amp;lt;/b&amp;gt; || VERY HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;306/x132&amp;lt;/b&amp;gt; || FUEL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;307/x133&amp;lt;/b&amp;gt; || WEAPON-1&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;308/x134&amp;lt;/b&amp;gt; || NONE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;309/x135&amp;lt;/b&amp;gt; || ROUNDS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;310/x136&amp;lt;/b&amp;gt; || WEAPON-2&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;311/x137&amp;lt;/b&amp;gt; || HOSTILE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;312/x138&amp;lt;/b&amp;gt; || NEUTRAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;313/x139&amp;lt;/b&amp;gt; || FRIENDLY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;314/x13A&amp;lt;/b&amp;gt; || COMMITTED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;315/x13B&amp;lt;/b&amp;gt; || GAME OPTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;316/x13C&amp;lt;/b&amp;gt; || LOAD GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;317/x13D&amp;lt;/b&amp;gt; || SAVE GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;318/x13E&amp;lt;/b&amp;gt; || INTERCEPTION CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;319/x13F&amp;lt;/b&amp;gt; || Base&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;320/x140&amp;lt;/b&amp;gt; || NAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;321/x141&amp;lt;/b&amp;gt; || STATUS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;322/x142&amp;lt;/b&amp;gt; || AMMO&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;323/x143&amp;lt;/b&amp;gt; || CREW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;324/x144&amp;lt;/b&amp;gt; || EQUIPMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;325/x145&amp;lt;/b&amp;gt; || ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;326/x146&amp;lt;/b&amp;gt; || MAX&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;327/x147&amp;lt;/b&amp;gt; || Rookie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;328/x148&amp;lt;/b&amp;gt; || Squaddie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;329/x149&amp;lt;/b&amp;gt; || Sergeant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;330/x14A&amp;lt;/b&amp;gt; || Captain &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;331/x14B&amp;lt;/b&amp;gt; || Colonel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;332/x14C&amp;lt;/b&amp;gt; || Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;333/x14D&amp;lt;/b&amp;gt; || Select Squad for  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;334/x14E&amp;lt;/b&amp;gt; || SPACE AVAILABLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;335/x14F&amp;lt;/b&amp;gt; || SPACE USED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;336/x150&amp;lt;/b&amp;gt; || RANK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;337/x151&amp;lt;/b&amp;gt; || CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;338/x152&amp;lt;/b&amp;gt; || WOUNDED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;339/x153&amp;lt;/b&amp;gt; || Equipment for  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;340/x154&amp;lt;/b&amp;gt; || Arm  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;341/x155&amp;lt;/b&amp;gt; || Defence Value &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;342/x156&amp;lt;/b&amp;gt; || Hit Ratio &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;343/x157&amp;lt;/b&amp;gt; || ready to&amp;lt;br&amp;gt;land near &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;344/x158&amp;lt;/b&amp;gt; || Begin Mission? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;345/x159&amp;lt;/b&amp;gt; || Select Armament &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;346/x15A&amp;lt;/b&amp;gt; || AMMUNITION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;347/x15B&amp;lt;/b&amp;gt; || ARMAMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;348/x15C&amp;lt;/b&amp;gt; || AVAILABLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;349/x15D&amp;lt;/b&amp;gt; || N.A. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;350/x15E&amp;lt;/b&amp;gt; || SELECT ARMOUR FOR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;351/x15F&amp;lt;/b&amp;gt; || TYPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;352/x160&amp;lt;/b&amp;gt; || PERSONAL ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;353/x161&amp;lt;/b&amp;gt; || POWER SUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;354/x162&amp;lt;/b&amp;gt; || FLYING SUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;355/x163&amp;lt;/b&amp;gt; || Select Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;356/x164&amp;lt;/b&amp;gt; || ARMOUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;357/x165&amp;lt;/b&amp;gt; || NORTH      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;358/x166&amp;lt;/b&amp;gt; || NORTH EAST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;359/x167&amp;lt;/b&amp;gt; || EAST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;360/x168&amp;lt;/b&amp;gt; || SOUTH EAST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;361/x169&amp;lt;/b&amp;gt; || SOUTH      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;362/x16A&amp;lt;/b&amp;gt; || SOUTH WEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;363/x16B&amp;lt;/b&amp;gt; || WEST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;364/x16C&amp;lt;/b&amp;gt; || NORTH WEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;365/x16D&amp;lt;/b&amp;gt; || SELECT ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;366/x16E&amp;lt;/b&amp;gt; || CONTINUE INTERCEPTION PURSUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;367/x16F&amp;lt;/b&amp;gt; || PURSUE WITHOUT INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;368/x170&amp;lt;/b&amp;gt; || VERY LARGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;369/x171&amp;lt;/b&amp;gt; || LARGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;370/x172&amp;lt;/b&amp;gt; || MEDIUM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;371/x173&amp;lt;/b&amp;gt; || SMALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;372/x174&amp;lt;/b&amp;gt; || VERY SMALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;373/x175&amp;lt;/b&amp;gt; || GROUND &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;374/x176&amp;lt;/b&amp;gt; || VERY LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;375/x177&amp;lt;/b&amp;gt; || LOW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;376/x178&amp;lt;/b&amp;gt; || HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;377/x179&amp;lt;/b&amp;gt; || VERY HIGH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;378/x17A&amp;lt;/b&amp;gt; || Detected &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;379/x17B&amp;lt;/b&amp;gt; || SIZE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;380/x17C&amp;lt;/b&amp;gt; || ALTITUDE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;381/x17D&amp;lt;/b&amp;gt; || HEADING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;382/x17E&amp;lt;/b&amp;gt; || SPEED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;383/x17F&amp;lt;/b&amp;gt; || CENTRE ON UFO-TIME=5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;384/x180&amp;lt;/b&amp;gt; || TRACKING LOST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;385/x181&amp;lt;/b&amp;gt; || REDIRECT CRAFT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;386/x182&amp;lt;/b&amp;gt; || GO TO LAST KNOWN UFO POSITION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;387/x183&amp;lt;/b&amp;gt; || UFO- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;388/x184&amp;lt;/b&amp;gt; || CRAFT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;389/x185&amp;lt;/b&amp;gt; || BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;390/x186&amp;lt;/b&amp;gt; || ALIEN BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;391/x187&amp;lt;/b&amp;gt; || CRASH SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;392/x188&amp;lt;/b&amp;gt; || LANDING SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;393/x189&amp;lt;/b&amp;gt; || WAY POINT- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;394/x18A&amp;lt;/b&amp;gt; || TERROR SITE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;395/x18B&amp;lt;/b&amp;gt; || has reached &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;396/x18C&amp;lt;/b&amp;gt; || Destination &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;397/x18D&amp;lt;/b&amp;gt; || Now patrolling &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;398/x18E&amp;lt;/b&amp;gt; || Alien Origins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;399/x18F&amp;lt;/b&amp;gt; || The Martian Solution &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;400/x190&amp;lt;/b&amp;gt; || Cydonia or Bust &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;401/x191&amp;lt;/b&amp;gt; || UFOpaedia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;402/x192&amp;lt;/b&amp;gt; || XCOM CRAFT &amp;amp; ARMAMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;403/x193&amp;lt;/b&amp;gt; || HEAVY WEAPONS PLATFORMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;404/x194&amp;lt;/b&amp;gt; || WEAPONS AND EQUIPMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;405/x195&amp;lt;/b&amp;gt; || ALIEN ARTEFACTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;406/x196&amp;lt;/b&amp;gt; || BASE FACILITIES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;407/x197&amp;lt;/b&amp;gt; || ALIEN LIFE FORMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;408/x198&amp;lt;/b&amp;gt; || ALIEN RESEARCH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;409/x199&amp;lt;/b&amp;gt; || UFO COMPONENTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;410/x19A&amp;lt;/b&amp;gt; || UFOs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;411/x19B&amp;lt;/b&amp;gt; || SELECT ITEM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;412/x19C&amp;lt;/b&amp;gt; ||  autopsy &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;413/x19D&amp;lt;/b&amp;gt; || MAXIMUM SPEED&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;414/x19E&amp;lt;/b&amp;gt; || ACCELERATION&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;415/x19F&amp;lt;/b&amp;gt; || FUEL CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;416/x1A0&amp;lt;/b&amp;gt; || WEAPON PODS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;417/x1A1&amp;lt;/b&amp;gt; || DAMAGE CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;418/x1A2&amp;lt;/b&amp;gt; || CARGO SPACE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;419/x1A3&amp;lt;/b&amp;gt; || HWP CAPACITY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;420/x1A4&amp;lt;/b&amp;gt; || Damage................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;421/x1A5&amp;lt;/b&amp;gt; || Range...................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;422/x1A6&amp;lt;/b&amp;gt; ||  km &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;423/x1A7&amp;lt;/b&amp;gt; || Accuracy............... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;424/x1A8&amp;lt;/b&amp;gt; || Re-load time........ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;425/x1A9&amp;lt;/b&amp;gt; || s &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;426/x1AA&amp;lt;/b&amp;gt; || ARMOUR PIERCING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;427/x1AB&amp;lt;/b&amp;gt; || INCENDIARY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;428/x1AC&amp;lt;/b&amp;gt; || HIGH EXPLOSIVE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;429/x1AD&amp;lt;/b&amp;gt; || LASER BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;430/x1AE&amp;lt;/b&amp;gt; || PLASMA BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;431/x1AF&amp;lt;/b&amp;gt; || STUN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;432/x1B0&amp;lt;/b&amp;gt; || 6-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;433/x1B1&amp;lt;/b&amp;gt; || 7-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;434/x1B2&amp;lt;/b&amp;gt; || 8-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;435/x1B3&amp;lt;/b&amp;gt; || 9-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;436/x1B4&amp;lt;/b&amp;gt; || SHOT TYPE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;437/x1B5&amp;lt;/b&amp;gt; || ACCURACY&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;438/x1B6&amp;lt;/b&amp;gt; || TU COST&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;439/x1B7&amp;lt;/b&amp;gt; || DAMAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;440/x1B8&amp;lt;/b&amp;gt; || AMMO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;441/x1B9&amp;lt;/b&amp;gt; || Auto &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;442/x1BA&amp;lt;/b&amp;gt; || Snap &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;443/x1BB&amp;lt;/b&amp;gt; || Aimed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;444/x1BC&amp;lt;/b&amp;gt; || Construction Time &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;445/x1BD&amp;lt;/b&amp;gt; || days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;446/x1BE&amp;lt;/b&amp;gt; || Construction Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;447/x1BF&amp;lt;/b&amp;gt; || Maintenance Cost &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;448/x1C0&amp;lt;/b&amp;gt; ||  autopsy &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;449/x1C1&amp;lt;/b&amp;gt; || - &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;450/x1C2&amp;lt;/b&amp;gt; || Low &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;451/x1C3&amp;lt;/b&amp;gt; || Medium &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;452/x1C4&amp;lt;/b&amp;gt; || High &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;453/x1C5&amp;lt;/b&amp;gt; || High &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;454/x1C6&amp;lt;/b&amp;gt; || Craft Weapon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;455/x1C7&amp;lt;/b&amp;gt; || Craft Ammunition &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;456/x1C8&amp;lt;/b&amp;gt; || Heavy Weapons Platform &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;457/x1C9&amp;lt;/b&amp;gt; || Weapon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;458/x1CA&amp;lt;/b&amp;gt; || Ammunition &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;459/x1CB&amp;lt;/b&amp;gt; || Equipment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;460/x1CC&amp;lt;/b&amp;gt; || Alien Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;461/x1CD&amp;lt;/b&amp;gt; || UFO component &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;462/x1CE&amp;lt;/b&amp;gt; || Personal Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;463/x1CF&amp;lt;/b&amp;gt; || Raw Materials &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;464/x1D0&amp;lt;/b&amp;gt; || HWP Cannon Shells &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;465/x1D1&amp;lt;/b&amp;gt; || Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;466/x1D2&amp;lt;/b&amp;gt; || Sectoid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;467/x1D3&amp;lt;/b&amp;gt; || Snakeman &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;468/x1D4&amp;lt;/b&amp;gt; || Ethereal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;469/x1D5&amp;lt;/b&amp;gt; || Muton &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;470/x1D6&amp;lt;/b&amp;gt; || Floater &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;471/x1D7&amp;lt;/b&amp;gt; || Celatid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;472/x1D8&amp;lt;/b&amp;gt; || Silacoid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;473/x1D9&amp;lt;/b&amp;gt; || Chryssalid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;474/x1DA&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;475/x1DB&amp;lt;/b&amp;gt; || Sectopod &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;476/x1DC&amp;lt;/b&amp;gt; || Cyberdisc &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;477/x1DD&amp;lt;/b&amp;gt; ||  Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;478/x1DE&amp;lt;/b&amp;gt; ||  Leader &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;479/x1DF&amp;lt;/b&amp;gt; ||  Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;480/x1E0&amp;lt;/b&amp;gt; ||  Medic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;481/x1E1&amp;lt;/b&amp;gt; ||  Navigator &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;482/x1E2&amp;lt;/b&amp;gt; ||  Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;483/x1E3&amp;lt;/b&amp;gt; ||  Terrorist &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;484/x1E4&amp;lt;/b&amp;gt; || UFO Power Source &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;485/x1E5&amp;lt;/b&amp;gt; || UFO Navigation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;486/x1E6&amp;lt;/b&amp;gt; || UFO Construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;487/x1E7&amp;lt;/b&amp;gt; || Alien Food &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;488/x1E8&amp;lt;/b&amp;gt; || Alien Reproduction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;489/x1E9&amp;lt;/b&amp;gt; || Alien Entertainment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;490/x1EA&amp;lt;/b&amp;gt; || Alien Surgery &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;491/x1EB&amp;lt;/b&amp;gt; || Examination Room &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;492/x1EC&amp;lt;/b&amp;gt; || Alien Alloys &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;493/x1ED&amp;lt;/b&amp;gt; || Alien Habitat &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;494/x1EE&amp;lt;/b&amp;gt; || Personal Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;495/x1EF&amp;lt;/b&amp;gt; || Power Suit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;496/x1F0&amp;lt;/b&amp;gt; || Flying Suit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;497/x1F1&amp;lt;/b&amp;gt; || HWP Rockets &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;498/x1F2&amp;lt;/b&amp;gt; || HWP Fusion Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;499/x1F3&amp;lt;/b&amp;gt; || Laser Weapons &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;500/x1F4&amp;lt;/b&amp;gt; || New Fighter Craft &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;501/x1F5&amp;lt;/b&amp;gt; || New Fighter-Transporter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;502/x1F6&amp;lt;/b&amp;gt; || Ultimate Craft &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;503/x1F7&amp;lt;/b&amp;gt; || Laser Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;504/x1F8&amp;lt;/b&amp;gt; || Laser Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;505/x1F9&amp;lt;/b&amp;gt; || Heavy Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;506/x1FA&amp;lt;/b&amp;gt; || Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;507/x1FB&amp;lt;/b&amp;gt; || Plasma Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;508/x1FC&amp;lt;/b&amp;gt; || Fusion Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;509/x1FD&amp;lt;/b&amp;gt; || Laser Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;510/x1FE&amp;lt;/b&amp;gt; || Plasma Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;511/x1FF&amp;lt;/b&amp;gt; || Fusion Defence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;512/x200&amp;lt;/b&amp;gt; || Grav Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;513/x201&amp;lt;/b&amp;gt; || Mind Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;514/x202&amp;lt;/b&amp;gt; || Psi-Lab &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;515/x203&amp;lt;/b&amp;gt; || Hyper Wave Decoder &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;516/x204&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;517/x205&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;518/x206&amp;lt;/b&amp;gt; || NOT USED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;519/x207&amp;lt;/b&amp;gt; || UFO construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;520/x208&amp;lt;/b&amp;gt; || Alien Origins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;521/x209&amp;lt;/b&amp;gt; || The Martian Solution &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;522/x20A&amp;lt;/b&amp;gt; || Cydonia or Bust &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;523/x20B&amp;lt;/b&amp;gt; || Motion Scanner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;524/x20C&amp;lt;/b&amp;gt; || Medi-Kit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;525/x20D&amp;lt;/b&amp;gt; || Tank/Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;526/x20E&amp;lt;/b&amp;gt; || Tank/Rocket Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;527/x20F&amp;lt;/b&amp;gt; || Tank/Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;528/x210&amp;lt;/b&amp;gt; || Hovertank/Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;529/x211&amp;lt;/b&amp;gt; || Hovertank/Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;530/x212&amp;lt;/b&amp;gt; || Stingray Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;531/x213&amp;lt;/b&amp;gt; || Avalanche Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;532/x214&amp;lt;/b&amp;gt; || Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;533/x215&amp;lt;/b&amp;gt; || Fusion Ball Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;534/x216&amp;lt;/b&amp;gt; || Laser Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;535/x217&amp;lt;/b&amp;gt; || Plasma Beam &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;536/x218&amp;lt;/b&amp;gt; || Stingray Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;537/x219&amp;lt;/b&amp;gt; || Avalanche Missile &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;538/x21A&amp;lt;/b&amp;gt; || Cannon Rounds(x50) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;539/x21B&amp;lt;/b&amp;gt; || Fusion Ball &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;540/x21C&amp;lt;/b&amp;gt; || Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;541/x21D&amp;lt;/b&amp;gt; || Scientist &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;542/x21E&amp;lt;/b&amp;gt; || Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;543/x21F&amp;lt;/b&amp;gt; || North America &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;544/x220&amp;lt;/b&amp;gt; || Arctic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;545/x221&amp;lt;/b&amp;gt; || Antarctica &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;546/x222&amp;lt;/b&amp;gt; || South America &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;547/x223&amp;lt;/b&amp;gt; || Europe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;548/x224&amp;lt;/b&amp;gt; || North Africa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;549/x225&amp;lt;/b&amp;gt; || Southern Africa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;550/x226&amp;lt;/b&amp;gt; || Central Asia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;551/x227&amp;lt;/b&amp;gt; || South East Asia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;552/x228&amp;lt;/b&amp;gt; || Siberia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;553/x229&amp;lt;/b&amp;gt; || Australasia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;554/x22A&amp;lt;/b&amp;gt; || Pacific &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;555/x22B&amp;lt;/b&amp;gt; || North Atlantic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;556/x22C&amp;lt;/b&amp;gt; || South Atlantic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;557/x22D&amp;lt;/b&amp;gt; || Indian Ocean &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;558/x22E&amp;lt;/b&amp;gt; || Alien Research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;559/x22F&amp;lt;/b&amp;gt; || Alien Harvest &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;560/x230&amp;lt;/b&amp;gt; || Alien Abduction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;561/x231&amp;lt;/b&amp;gt; || Alien Infiltration &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;562/x232&amp;lt;/b&amp;gt; || Alien Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;563/x233&amp;lt;/b&amp;gt; || Alien Terror &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;564/x234&amp;lt;/b&amp;gt; || Alien Retaliation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;565/x235&amp;lt;/b&amp;gt; || Alien Supply &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;566/x236&amp;lt;/b&amp;gt; || Power Sources &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;567/x237&amp;lt;/b&amp;gt; || Maximum Speed &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;568/x238&amp;lt;/b&amp;gt; || HYPER-WAVE DECODER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;569/x239&amp;lt;/b&amp;gt; || SKYRANGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;570/x23A&amp;lt;/b&amp;gt; || LIGHTNING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;571/x23B&amp;lt;/b&amp;gt; || AVENGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;572/x23C&amp;lt;/b&amp;gt; || INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;573/x23D&amp;lt;/b&amp;gt; || FIRESTORM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;574/x23E&amp;lt;/b&amp;gt; || UFO &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;575/x23F&amp;lt;/b&amp;gt; || STINGRAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;576/x240&amp;lt;/b&amp;gt; || AVALANCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;577/x241&amp;lt;/b&amp;gt; || CANNON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;578/x242&amp;lt;/b&amp;gt; || FUSION BALL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;579/x243&amp;lt;/b&amp;gt; || LASER CANNON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;580/x244&amp;lt;/b&amp;gt; || PLASMA BEAM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;581/x245&amp;lt;/b&amp;gt; || Damage Capacity &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;582/x246&amp;lt;/b&amp;gt; || Weapon Power &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;583/x247&amp;lt;/b&amp;gt; || Weapon Range &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;584/x248&amp;lt;/b&amp;gt; || Access Lift &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;585/x249&amp;lt;/b&amp;gt; || Living Quarters &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;586/x24A&amp;lt;/b&amp;gt; || Laboratory &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;587/x24B&amp;lt;/b&amp;gt; || Workshop &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;588/x24C&amp;lt;/b&amp;gt; || Small Radar System &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;589/x24D&amp;lt;/b&amp;gt; || Large Radar System &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;590/x24E&amp;lt;/b&amp;gt; || Missile Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;591/x24F&amp;lt;/b&amp;gt; || General Stores &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;592/x250&amp;lt;/b&amp;gt; || Alien Containment &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;593/x251&amp;lt;/b&amp;gt; || Laser Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;594/x252&amp;lt;/b&amp;gt; || Plasma Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;595/x253&amp;lt;/b&amp;gt; || Fusion Ball Defences &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;596/x254&amp;lt;/b&amp;gt; || Grav Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;597/x255&amp;lt;/b&amp;gt; || Mind Shield &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;598/x256&amp;lt;/b&amp;gt; || Psionic Laboratory &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;599/x257&amp;lt;/b&amp;gt; || Hyper-wave Decoder &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;600/x258&amp;lt;/b&amp;gt; || Hangar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;601/x259&amp;lt;/b&amp;gt; || USA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;602/x25A&amp;lt;/b&amp;gt; || RUSSIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;603/x25B&amp;lt;/b&amp;gt; || UK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;604/x25C&amp;lt;/b&amp;gt; || FRANCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;605/x25D&amp;lt;/b&amp;gt; || GERMANY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;606/x25E&amp;lt;/b&amp;gt; || ITALY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;607/x25F&amp;lt;/b&amp;gt; || SPAIN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;608/x260&amp;lt;/b&amp;gt; || CHINA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;609/x261&amp;lt;/b&amp;gt; || JAPAN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;610/x262&amp;lt;/b&amp;gt; || INDIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;611/x263&amp;lt;/b&amp;gt; || BRAZIL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;612/x264&amp;lt;/b&amp;gt; || AUSTRALIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;613/x265&amp;lt;/b&amp;gt; || NIGERIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;614/x266&amp;lt;/b&amp;gt; || SOUTH AFRICA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;615/x267&amp;lt;/b&amp;gt; || EGYPT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;616/x268&amp;lt;/b&amp;gt; || CANADA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;617/x269&amp;lt;/b&amp;gt; || Floater Soldier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;618/x26A&amp;lt;/b&amp;gt; || Floater Navigator &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;619/x26B&amp;lt;/b&amp;gt; || Floater Medic &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;620/x26C&amp;lt;/b&amp;gt; || Floater Engineer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;621/x26D&amp;lt;/b&amp;gt; || Floater Leader &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;622/x26E&amp;lt;/b&amp;gt; || Floater Commander &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;623/x26F&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;624/x270&amp;lt;/b&amp;gt; || Tank &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;625/x271&amp;lt;/b&amp;gt; || Civilian &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;626/x272&amp;lt;/b&amp;gt; || Jan &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;627/x273&amp;lt;/b&amp;gt; || Feb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;628/x274&amp;lt;/b&amp;gt; || Mar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;629/x275&amp;lt;/b&amp;gt; || Apr &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;630/x276&amp;lt;/b&amp;gt; || May &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;631/x277&amp;lt;/b&amp;gt; || Jun &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;632/x278&amp;lt;/b&amp;gt; || Jul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;633/x279&amp;lt;/b&amp;gt; || Aug &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;634/x27A&amp;lt;/b&amp;gt; || Sep &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;635/x27B&amp;lt;/b&amp;gt; || Oct &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;636/x27C&amp;lt;/b&amp;gt; || Nov &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;637/x27D&amp;lt;/b&amp;gt; || Dec &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;638/x27E&amp;lt;/b&amp;gt; || International Relations &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;639/x27F&amp;lt;/b&amp;gt; || Country &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;640/x280&amp;lt;/b&amp;gt; || Funding &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;641/x281&amp;lt;/b&amp;gt; || Change &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;642/x282&amp;lt;/b&amp;gt; || WEAPON&amp;lt;br&amp;gt;SYSTEMS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;643/x283&amp;lt;/b&amp;gt; || CREW &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;644/x284&amp;lt;/b&amp;gt; || HWPs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;645/x285&amp;lt;/b&amp;gt; || DAMAGE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;646/x286&amp;lt;/b&amp;gt; || The access lift allows equipment and personnel to be transferred into or out of an underground base.  It is always the first facility to be constructed on a new site.  The lift area is vulnerable to intrusion from any potential hostile force. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;647/x287&amp;lt;/b&amp;gt; || Each accommodation block provides for up to 50 personnel.  The facility provides basic recreation, food and sleeping areas. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;648/x288&amp;lt;/b&amp;gt; || Up to 50 scientists can work in a laboratory facility.  Laboratories are equipped with the latest technology for research into materials, biochemistry and cosmology. There is privileged access to the best research labs throughout the world, including military establishments. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;649/x289&amp;lt;/b&amp;gt; || A workshop contains all the equipment necessary to manufacture equipment based on designs from the science labs.  Up to 50 engineers can occupy a workshop, although items under construction will also consume some space. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;650/x28A&amp;lt;/b&amp;gt; || A small detection system has an effective radar range of 300 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;651/x28B&amp;lt;/b&amp;gt; || A large detection system has an effective range of 450 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;652/x28C&amp;lt;/b&amp;gt; || Missile defences provide some protection against incursion by hostile craft which are attempting to land near the base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;653/x28D&amp;lt;/b&amp;gt; || All equipment, weapons systems, munitions, recovered material and Heavy Weapons Platforms are placed in stores, with the exception of equipment assigned to craft in hangars. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;654/x28E&amp;lt;/b&amp;gt; || Living aliens are likely to require a special habitat to maintain their life systems.  The containment facility can keep up to 10 alien life forms in self contained units. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;655/x28F&amp;lt;/b&amp;gt; || Laser defences provide protection against incursion by hostile craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;656/x290&amp;lt;/b&amp;gt; || Plasma beam defences provide powerful and efficient protection against incursion by hostile craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;657/x291&amp;lt;/b&amp;gt; || Fusion missiles provide the most effective defence against alien attacks.  These missiles create an anti-matter implosion which destroys everything within a specific radius. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;658/x292&amp;lt;/b&amp;gt; || The Gravity shield repels alien craft attempting to land near the base long enough for all defence systems to fire again.  In practice this will double the effectiveness of any defence systems at your base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;659/x293&amp;lt;/b&amp;gt; || Since alien craft rely on brain waves to detect human presence then the most effective counter measure is to shield brain waves from the base.  This facility will drastically reduce the chances of detection by alien craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;660/x294&amp;lt;/b&amp;gt; || The psionics lab can assess the psionic potential of all soldiers at the base and give them the necessary training to utilise their psionic skills.  Each lab can train up to ten soldiers.  Training is allocated at the end of each month.  Psionic skills used in conjunction with a Psi-amp can be used for psionic attacks during combat. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;661/x295&amp;lt;/b&amp;gt; || Alien communications rely on a supra-dimensional wave which travels almost instantaneously. The decoder facility intercepts UFO transmissions and decodes the information.  This will show the type of UFO, the alien race and the type of activity. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;662/x296&amp;lt;/b&amp;gt; || Each hangar can accommodate one craft.  There are facilities for maintenance, refuelling and repair of XCom craft.  Each craft stationed at a base must have a free hangar assigned to it which cannot be used by other craft, even if the assigned craft is out on a mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;663/x297&amp;lt;/b&amp;gt; || The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;664/x298&amp;lt;/b&amp;gt; || This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;665/x299&amp;lt;/b&amp;gt; || The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;666/x29A&amp;lt;/b&amp;gt; || The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;667/x29B&amp;lt;/b&amp;gt; || The rocket launcher is a laser guided system which can fire three different sizes of missile. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;668/x29C&amp;lt;/b&amp;gt; || The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;669/x29D&amp;lt;/b&amp;gt; || The laser rifle is a more powerful and accurate version of the earlier pistol design. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;670/x29E&amp;lt;/b&amp;gt; || The heavy laser is cumbersome, but extremely effective. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;671/x29F&amp;lt;/b&amp;gt; || This standard issue grenade has an accurate and sophisticated timer for precision control. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;672/x2A0&amp;lt;/b&amp;gt; || Smoke grenades are useful for providing cover in exposed combat situations.  Use with care because they can benefit the enemy as well &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;673/x2A1&amp;lt;/b&amp;gt; || A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;674/x2A2&amp;lt;/b&amp;gt; || This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;675/x2A3&amp;lt;/b&amp;gt; || This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select &#039;Use Scanner&#039; from the menu.  The Scanner display shows an arrow in the centre which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;676/x2A4&amp;lt;/b&amp;gt; || The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select &#039;use medi-kit&#039; from the menu.&amp;lt;br&amp;gt;HEALING&amp;gt; Red body parts show fatal wounds. Click on a body part that is wounded. Click on the &#039;Heal&#039; button. One fatal wound will be cured and some health restored.&amp;lt;br&amp;gt;STIMULANT&amp;gt; This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.&amp;lt;br&amp;gt;PAIN KILLER&amp;gt; This will restore the morale of wounded soldiers up to an amount equivalent to the soldier&#039;s lost health. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;677/x2A5&amp;lt;/b&amp;gt; || The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:&amp;lt;br&amp;gt;PANIC UNIT&amp;gt; If the attack is successful it will reduce the target&#039;s morale and may cause it to panic.&amp;lt;br&amp;gt;MIND CONTROL&amp;gt; If this is successful then you will gain immediate control of the enemy unit as if it was one of your own (except that you cannot access the object screen). It is more difficult to be successful with this type of attack. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;678/x2A6&amp;lt;/b&amp;gt; || This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;679/x2A7&amp;lt;/b&amp;gt; || The subject has died due to the trauma of interrogation. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;680/x2A8&amp;lt;/b&amp;gt; || The mind probe is an alien communication device which is used to take information directly from brain waves. XCom units can use this device in combat to display an alien&#039;s characteristics. Click on the mind probe and the &#039;use&#039; option. Then click on an alien with the cursor. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;681/x2A9&amp;lt;/b&amp;gt; || Plasma pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;682/x2AA&amp;lt;/b&amp;gt; || This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;683/x2AB&amp;lt;/b&amp;gt; || Size &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;684/x2AC&amp;lt;/b&amp;gt; || The corpse may be researched for a full autopsy report. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;685/x2AD&amp;lt;/b&amp;gt; || Not enough ammunition to arm &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;686/x2AE&amp;lt;/b&amp;gt; || This is an alien guided missile launcher which fires powerful &#039;blaster bombs&#039;. When you click to fire the weapon it will generate &#039;way points&#039; for the blaster bomb to follow.  When you have positioned enough way points click on the special launch icon. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;687/x2AF&amp;lt;/b&amp;gt; || A small launcher which fires stun bombs. Very useful for capturing live aliens. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;688/x2B0&amp;lt;/b&amp;gt; || This device works in the same way as a terrestrial grenade - except that it is more powerful. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;689/x2B1&amp;lt;/b&amp;gt; || Small Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;690/x2B2&amp;lt;/b&amp;gt; || Medium Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;691/x2B3&amp;lt;/b&amp;gt; || Large Scout &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;692/x2B4&amp;lt;/b&amp;gt; || Harvester &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;693/x2B5&amp;lt;/b&amp;gt; || Abducter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;694/x2B6&amp;lt;/b&amp;gt; || Terror ship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;695/x2B7&amp;lt;/b&amp;gt; || Battleship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;696/x2B8&amp;lt;/b&amp;gt; || Supply ship &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;697/x2B9&amp;lt;/b&amp;gt; || RATING&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;698/x2BA&amp;lt;/b&amp;gt; || TERRIBLE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;699/x2BB&amp;lt;/b&amp;gt; || POOR! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;700/x2BC&amp;lt;/b&amp;gt; || OK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;701/x2BD&amp;lt;/b&amp;gt; || GOOD! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;702/x2BE&amp;lt;/b&amp;gt; || EXCELLENT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;703/x2BF&amp;lt;/b&amp;gt; || SCORE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;704/x2C0&amp;lt;/b&amp;gt; || XCOM PROJECT MONTHLY REPORT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;705/x2C1&amp;lt;/b&amp;gt; || Month&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;706/x2C2&amp;lt;/b&amp;gt; || The council of funding nations is generally satisfied with your progress so far. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;707/x2C3&amp;lt;/b&amp;gt; || The council of funding nations is very pleased with your excellent progress.  Keep up the good work. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;708/x2C4&amp;lt;/b&amp;gt; || The council of funding nations is dissatisfied with your performance. You must improve your effectiveness in dealing with the alien menace or risk termination of the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;709/x2C5&amp;lt;/b&amp;gt; || You have not succeeded in dealing with the alien invasion and the council of funding nations has regrettably decided to terminate the project.  Each nation shall deal with the problem as they see fit.  We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;710/x2C6&amp;lt;/b&amp;gt; ||  is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;711/x2C7&amp;lt;/b&amp;gt; ||  are particularly happy with your progress in dealing with local alien incursion and have agreed to increase their funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;712/x2C8&amp;lt;/b&amp;gt; ||  and  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;713/x2C9&amp;lt;/b&amp;gt; ||  is unhappy with your ability to deal with alien activity in its territory and has decided to reduce its financial commitment. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;714/x2CA&amp;lt;/b&amp;gt; ||  are unhappy with your ability to deal with alien activity in their territory and have decided to reduce their funding. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;715/x2CB&amp;lt;/b&amp;gt; || knots &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;716/x2CC&amp;lt;/b&amp;gt; ||  has signed a secret pact with unknown alien forces and has withdrawn from the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;717/x2CD&amp;lt;/b&amp;gt; ||  have signed a secret pact with unknown alien forces and have withdrawn from the project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;718/x2CE&amp;lt;/b&amp;gt; || Monthly Rating&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;719/x2CF&amp;lt;/b&amp;gt; || Funding change&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;720/x2D0&amp;lt;/b&amp;gt; || The funding council is not happy with your financial position. You must reduce your debts below $2million or the project will be terminated. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;721/x2D1&amp;lt;/b&amp;gt; || HYPER-WAVE TRANSMISSIONS ARE DECODED &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;722/x2D2&amp;lt;/b&amp;gt; || CRAFT TYPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;723/x2D3&amp;lt;/b&amp;gt; || RACE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;724/x2D4&amp;lt;/b&amp;gt; || MISSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;725/x2D5&amp;lt;/b&amp;gt; || ZONE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;726/x2D6&amp;lt;/b&amp;gt; || Allocate Research &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;727/x2D7&amp;lt;/b&amp;gt; || Allocate Manufacture &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;728/x2D8&amp;lt;/b&amp;gt; || New York &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;729/x2D9&amp;lt;/b&amp;gt; || Washington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;730/x2DA&amp;lt;/b&amp;gt; || Los Angeles &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;731/x2DB&amp;lt;/b&amp;gt; || Montreal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;732/x2DC&amp;lt;/b&amp;gt; || Havana &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;733/x2DD&amp;lt;/b&amp;gt; || Mexico City &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;734/x2DE&amp;lt;/b&amp;gt; || Chicago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;735/x2DF&amp;lt;/b&amp;gt; || Vancouver &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;736/x2E0&amp;lt;/b&amp;gt; || Dallas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;737/x2E1&amp;lt;/b&amp;gt; || Brasilia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;738/x2E2&amp;lt;/b&amp;gt; || Bogota &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;739/x2E3&amp;lt;/b&amp;gt; || Buenos Aires &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;740/x2E4&amp;lt;/b&amp;gt; || Santiago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;741/x2E5&amp;lt;/b&amp;gt; || Rio De Janeiro &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;742/x2E6&amp;lt;/b&amp;gt; || Lima &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;743/x2E7&amp;lt;/b&amp;gt; || Caracas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;744/x2E8&amp;lt;/b&amp;gt; || London &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;745/x2E9&amp;lt;/b&amp;gt; || Paris &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;746/x2EA&amp;lt;/b&amp;gt; || Berlin &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;747/x2EB&amp;lt;/b&amp;gt; || Moscow &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;748/x2EC&amp;lt;/b&amp;gt; || Rome &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;749/x2ED&amp;lt;/b&amp;gt; || Madrid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;750/x2EE&amp;lt;/b&amp;gt; || Budapest &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;751/x2EF&amp;lt;/b&amp;gt; || Lagos &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;752/x2F0&amp;lt;/b&amp;gt; || Cairo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;753/x2F1&amp;lt;/b&amp;gt; || Casablanca &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;754/x2F2&amp;lt;/b&amp;gt; || Pretoria &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;755/x2F3&amp;lt;/b&amp;gt; || Nairobi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;756/x2F4&amp;lt;/b&amp;gt; || Cape Town &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;757/x2F5&amp;lt;/b&amp;gt; || Kinshasa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;758/x2F6&amp;lt;/b&amp;gt; || Ankara &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;759/x2F7&amp;lt;/b&amp;gt; || Delhi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;760/x2F8&amp;lt;/b&amp;gt; || Karachi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;761/x2F9&amp;lt;/b&amp;gt; || Baghdad &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;762/x2FA&amp;lt;/b&amp;gt; || Tehran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;763/x2FB&amp;lt;/b&amp;gt; || Bombay &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;764/x2FC&amp;lt;/b&amp;gt; || Calcutta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;765/x2FD&amp;lt;/b&amp;gt; || Tokyo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;766/x2FE&amp;lt;/b&amp;gt; || Beijing &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;767/x2FF&amp;lt;/b&amp;gt; || Bangkok &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;768/x300&amp;lt;/b&amp;gt; || Manila &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;769/x301&amp;lt;/b&amp;gt; || Seoul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;770/x302&amp;lt;/b&amp;gt; || Singapore &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;771/x303&amp;lt;/b&amp;gt; || Jakarta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;772/x304&amp;lt;/b&amp;gt; || Shanghai &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;773/x305&amp;lt;/b&amp;gt; || Hong Kong &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;774/x306&amp;lt;/b&amp;gt; || Novosibirsk &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;775/x307&amp;lt;/b&amp;gt; || Canberra &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;776/x308&amp;lt;/b&amp;gt; || Wellington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;777/x309&amp;lt;/b&amp;gt; || Melbourne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;778/x30A&amp;lt;/b&amp;gt; || Perth &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;779/x30B&amp;lt;/b&amp;gt; || UFO&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Enemy Unknown &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;780/x30C&amp;lt;/b&amp;gt; || New Game &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;781/x30D&amp;lt;/b&amp;gt; || Load Saved Game &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;782/x30E&amp;lt;/b&amp;gt; || Select Difficulty Level &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;783/x30F&amp;lt;/b&amp;gt; || 1&amp;gt; Beginner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;784/x310&amp;lt;/b&amp;gt; || 2&amp;gt; Experienced &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;785/x311&amp;lt;/b&amp;gt; || 3&amp;gt; Veteran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;786/x312&amp;lt;/b&amp;gt; || 4&amp;gt; Genius &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;787/x313&amp;lt;/b&amp;gt; || 5&amp;gt; Superhuman &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;788/x314&amp;lt;/b&amp;gt; || Time &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;789/x315&amp;lt;/b&amp;gt; || Date &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;790/x316&amp;lt;/b&amp;gt; || Select game to load &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;791/x317&amp;lt;/b&amp;gt; || Select save position &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;792/x318&amp;lt;/b&amp;gt; || PSIONIC TRAINING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;793/x319&amp;lt;/b&amp;gt; || Remaining Psi-lab capacity&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;794/x31A&amp;lt;/b&amp;gt; || Psionic&amp;lt;br&amp;gt;Strength &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;795/x31B&amp;lt;/b&amp;gt; || Psionic Skill&amp;lt;br&amp;gt;/Improvement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;796/x31C&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;797/x31D&amp;lt;/b&amp;gt; || In&amp;lt;br&amp;gt;Training? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;798/x31E&amp;lt;/b&amp;gt; || TARGETTED BY: &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;799/x31F&amp;lt;/b&amp;gt; || WEAPONS/&amp;lt;br&amp;gt;CREW/HWPs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;800/x320&amp;lt;/b&amp;gt; || ABANDON GAME &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;801/x321&amp;lt;/b&amp;gt; || Quit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;802/x322&amp;lt;/b&amp;gt; || is low on fuel,&amp;lt;br&amp;gt;returning to base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;803/x323&amp;lt;/b&amp;gt; || Soldier List &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;804/x324&amp;lt;/b&amp;gt; || RANK&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;805/x325&amp;lt;/b&amp;gt; || MISSIONS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;806/x326&amp;lt;/b&amp;gt; || KILLS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;807/x327&amp;lt;/b&amp;gt; || WOUND RECOVERY&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;808/x328&amp;lt;/b&amp;gt; || TIME UNITS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;809/x329&amp;lt;/b&amp;gt; || STAMINA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;810/x32A&amp;lt;/b&amp;gt; || HEALTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;811/x32B&amp;lt;/b&amp;gt; || BRAVERY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;812/x32C&amp;lt;/b&amp;gt; || REACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;813/x32D&amp;lt;/b&amp;gt; || FIRING ACCURACY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;814/x32E&amp;lt;/b&amp;gt; || THROWING ACCURACY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;815/x32F&amp;lt;/b&amp;gt; || STRENGTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;816/x330&amp;lt;/b&amp;gt; || PSIONIC STRENGTH &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;817/x331&amp;lt;/b&amp;gt; || PSIONIC SKILL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;818/x332&amp;lt;/b&amp;gt; || NEW RANK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;819/x333&amp;lt;/b&amp;gt; || Promotions &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;820/x334&amp;lt;/b&amp;gt; || SOLDIERS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;821/x335&amp;lt;/b&amp;gt; || Automated heavy weapons platforms are designed to complement an XCom squad. The combination of high fire power and strong armour makes these units valuable for open terrain fire fights. Make sure that there are sufficient cannon shells in your stores to re-arm tanks. They are armed automatically when you assign them to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;822/x336&amp;lt;/b&amp;gt; || This automated heavy weapons platform is armed with powerful rockets.  This will be devastating for any alien foe. Make sure your stores are kept supplied with HWP rockets. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;823/x337&amp;lt;/b&amp;gt; || Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammunition restrictions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;824/x338&amp;lt;/b&amp;gt; || Alien technology has given the HWP a new lease of life. The added manoeuvrability of air travel and the power of plasma beams is a lethal combination. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;825/x339&amp;lt;/b&amp;gt; || This hovertank has a fusion ball launcher that is capable of immense devastation.  Use it with great care.  You will have to manufacture the fusion balls to keep these HWPs fully armed. A fusion ball is an intelligent guided weapon. In order to fire it you select a number of &#039;way points&#039; with the cursor and then click on the launch icon to fire the fusion ball. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;826/x33A&amp;lt;/b&amp;gt; || This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;827/x33B&amp;lt;/b&amp;gt; || This small object is used as a power source for a plasma rifle - a medium powered alien weapon. Contains a small quantity of Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;828/x33C&amp;lt;/b&amp;gt; || Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;829/x33D&amp;lt;/b&amp;gt; || The Stun bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a small launcher. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;830/x33E&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;831/x33F&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;832/x340&amp;lt;/b&amp;gt; || The alien research mission is used for collecting basic data on earth and its inhabitants.  Small vehicles are predominantly used, with occasional landings in deserted areas.  This type of alien activity poses the least threat to XCom, with little concern from governments or the public. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;833/x341&amp;lt;/b&amp;gt; || The aliens have many uses for earth&#039;s fauna.  Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings.  This type of alien activity causes great concern by governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land.  The theory behind the &#039;alien harvest&#039; suggests that alien races originally &#039;seeded&#039; the planet with its flora and fauna, and now they have returned to reap the harvest they have sown. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;834/x342&amp;lt;/b&amp;gt; || This is the most insidious form of alien activity.  The abduction by aliens is widely reported, despite the aliens&#039; attempts to erase the experience from their victims&#039; memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens own genetic material. This activity causes great alarm, and occurs in populated areas or cities &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;835/x343&amp;lt;/b&amp;gt; || Earth governments can be infiltrated by alien agents which are human in appearance.  This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterised by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents the worst threat to XCom. If a government agrees to a pact then its funding will cease.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;836/x344&amp;lt;/b&amp;gt; || Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense UFO activity will occur as the base is being built.  These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region.  The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs. In order to locate a base an XCom craft must patrol an area for a few hours to stand some chance of detection. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;837/x345&amp;lt;/b&amp;gt; || When the aliens terrorise a city they will deploy some special forces with awesome powers.  Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the XCom project. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;838/x346&amp;lt;/b&amp;gt; || If XCom interceptors are being particularly successful in shooting down UFOs then the aliens may take some retaliatory action. This could result in a direct attack against an XCom base.  However, the aliens have to find an XCom base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;839/x347&amp;lt;/b&amp;gt; || Once an alien base is constructed then it is resupplied on a regular basis by a special supply vessel.  If one of these vessels is detected while landing then it is certain that an alien base is nearby. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;840/x348&amp;lt;/b&amp;gt; || This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;841/x349&amp;lt;/b&amp;gt; || A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;842/x34A&amp;lt;/b&amp;gt; || The largest alien scout craft is a general purpose vessel that is used in all types of alien mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;843/x34B&amp;lt;/b&amp;gt; || The harvester has a trap door in its base and is equipped with lifting gear to haul up cattle or other beasts.  Laser cutters are used to extract the desired material and the carcass is dumped on the. ground. There are also storage containers for body parts. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;844/x34C&amp;lt;/b&amp;gt; || This vessel is equipped with an examination room for performing horrific experiments on human subjects.  The victim is normally paralysed by telepathic powers, but remains conscious while on the operating table. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;845/x34D&amp;lt;/b&amp;gt; || The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;846/x34E&amp;lt;/b&amp;gt; || The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;847/x34F&amp;lt;/b&amp;gt; || The supply vessel is used during the construction of alien bases or for supplying existing bases. It carries alien food containers and reproduction chambers. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;848/x350&amp;lt;/b&amp;gt; || Dismantle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;849/x351&amp;lt;/b&amp;gt; || FACILITY IN USE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;850/x352&amp;lt;/b&amp;gt; || CANNOT DISMANTLE FACILITY!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;All base facilities must be linked to the access lift. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;851/x353&amp;lt;/b&amp;gt; || Transfer Items to  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;852/x354&amp;lt;/b&amp;gt; || NO ALIEN CONTAINMENT FOR TRANSFER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Live aliens need an alien containment facility in order to survive  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;853/x355&amp;lt;/b&amp;gt; || AMOUNT AT&amp;lt;br&amp;gt;DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;854/x356&amp;lt;/b&amp;gt; || Alien dies as there is no alien containment facility &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;855/x357&amp;lt;/b&amp;gt; || NO FREE ACCOMODATION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;The destination base does not have enough space in the living quarters for the crew assigned to the craft. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;856/x358&amp;lt;/b&amp;gt; || Items Arriving &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;857/x359&amp;lt;/b&amp;gt; || Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;858/x35A&amp;lt;/b&amp;gt; || Pistol Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;859/x35B&amp;lt;/b&amp;gt; || Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;860/x35C&amp;lt;/b&amp;gt; || Rifle Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;861/x35D&amp;lt;/b&amp;gt; || Heavy Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;862/x35E&amp;lt;/b&amp;gt; || HC-AP Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;863/x35F&amp;lt;/b&amp;gt; || HC-HE Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;864/x360&amp;lt;/b&amp;gt; || HC-I Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;865/x361&amp;lt;/b&amp;gt; || Auto-Cannon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;866/x362&amp;lt;/b&amp;gt; || AC-AP Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;867/x363&amp;lt;/b&amp;gt; || AC-HE Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;868/x364&amp;lt;/b&amp;gt; || AC-I Ammo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;869/x365&amp;lt;/b&amp;gt; || Rocket Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;870/x366&amp;lt;/b&amp;gt; || Small Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;871/x367&amp;lt;/b&amp;gt; || Large Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;872/x368&amp;lt;/b&amp;gt; || Incendiary Rocket &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;873/x369&amp;lt;/b&amp;gt; || Laser Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;874/x36A&amp;lt;/b&amp;gt; || Laser Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;875/x36B&amp;lt;/b&amp;gt; || Heavy Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;876/x36C&amp;lt;/b&amp;gt; || Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;877/x36D&amp;lt;/b&amp;gt; || Smoke Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;878/x36E&amp;lt;/b&amp;gt; || Proximity Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;879/x36F&amp;lt;/b&amp;gt; || High Explosive &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;880/x370&amp;lt;/b&amp;gt; || Motion Scanner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;881/x371&amp;lt;/b&amp;gt; || Medi-Kit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;882/x372&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;883/x373&amp;lt;/b&amp;gt; || Stun Rod &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;884/x374&amp;lt;/b&amp;gt; || Heavy Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;885/x375&amp;lt;/b&amp;gt; || Heavy Plasma Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;886/x376&amp;lt;/b&amp;gt; || Plasma Rifle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;887/x377&amp;lt;/b&amp;gt; || Plasma Rifle Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;888/x378&amp;lt;/b&amp;gt; || Plasma Pistol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;889/x379&amp;lt;/b&amp;gt; || Plasma Pistol Clip &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;890/x37A&amp;lt;/b&amp;gt; || Blaster Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;891/x37B&amp;lt;/b&amp;gt; || Blaster Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;892/x37C&amp;lt;/b&amp;gt; || Small Launcher &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;893/x37D&amp;lt;/b&amp;gt; || Stun Bomb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;894/x37E&amp;lt;/b&amp;gt; || Alien Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;895/x37F&amp;lt;/b&amp;gt; || Elerium-115 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;896/x380&amp;lt;/b&amp;gt; || Mind Probe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;897/x381&amp;lt;/b&amp;gt; || Sectoid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;898/x382&amp;lt;/b&amp;gt; || Snakeman Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;899/x383&amp;lt;/b&amp;gt; || Ethereal Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;900/x384&amp;lt;/b&amp;gt; || Muton Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;901/x385&amp;lt;/b&amp;gt; || Floater Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;902/x386&amp;lt;/b&amp;gt; || Celatid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;903/x387&amp;lt;/b&amp;gt; || Silacoid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;904/x388&amp;lt;/b&amp;gt; || Chryssalid Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;905/x389&amp;lt;/b&amp;gt; || Reaper Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;906/x38A&amp;lt;/b&amp;gt; || Sectopod Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;907/x38B&amp;lt;/b&amp;gt; || Cyberdisc Corpse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;908/x38C&amp;lt;/b&amp;gt; || Not enough cannon rounds to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;909/x38D&amp;lt;/b&amp;gt; || Not enough rockets to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;910/x38E&amp;lt;/b&amp;gt; || Not enough fusion balls to arm HWP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;911/x38F&amp;lt;/b&amp;gt; || Not enough equipment to fully re-equip squad &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;912/x390&amp;lt;/b&amp;gt; || Mars: Cydonia Landing &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;913/x391&amp;lt;/b&amp;gt; || Your Avenger craft has landed in the region of Cydonia on the surface of Mars. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area click on the &#039;abort mission&#039; icon to continue to the next stage. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;914/x392&amp;lt;/b&amp;gt; || Mars: The Final Assault &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;915/x393&amp;lt;/b&amp;gt; || The pyramid lift takes your battle weary soldiers deep below the planet&#039;s surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth.  It must be destroyed if the earth is to be saved from alien enslavement.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Good Luck! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;916/x394&amp;lt;/b&amp;gt; || in order to use or produce the&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;917/x395&amp;lt;/b&amp;gt; || The aliens have destroyed the undefended base  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;918/x396&amp;lt;/b&amp;gt; || XCom agents have located an alien base in  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;919/x397&amp;lt;/b&amp;gt; || STANDOFF &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;920/x398&amp;lt;/b&amp;gt; || CAUTIOUS ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;921/x399&amp;lt;/b&amp;gt; || STANDARD ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;922/x39A&amp;lt;/b&amp;gt; || AGGRESSIVE ATTACK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;923/x39B&amp;lt;/b&amp;gt; || DISENGAGING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;924/x39C&amp;lt;/b&amp;gt; || UFO HIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;925/x39D&amp;lt;/b&amp;gt; || UFO DESTROYED! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;926/x39E&amp;lt;/b&amp;gt; || UFO CRASH LANDS! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;927/x39F&amp;lt;/b&amp;gt; || Minimise at Standoff Range Only &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;928/x3A0&amp;lt;/b&amp;gt; || UFO RETURN FIRE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;929/x3A1&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt; INTERCEPTOR DAMAGED &amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;930/x3A2&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt; INTERCEPTOR DESTROYED &amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;931/x3A3&amp;lt;/b&amp;gt; || UFO OUTRUNNING INTERCEPTOR! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;932/x3A4&amp;lt;/b&amp;gt; || ALIENS TERRORISE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;933/x3A5&amp;lt;/b&amp;gt; || Long Range Detection &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;934/x3A6&amp;lt;/b&amp;gt; || STORES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;935/x3A7&amp;lt;/b&amp;gt; || Difficulty Level &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;936/x3A8&amp;lt;/b&amp;gt; || INTERCEPT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;937/x3A9&amp;lt;/b&amp;gt; || BASES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;938/x3AA&amp;lt;/b&amp;gt; || GRAPHS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;939/x3AB&amp;lt;/b&amp;gt; || UFOPEDIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;940/x3AC&amp;lt;/b&amp;gt; || OPTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;941/x3AD&amp;lt;/b&amp;gt; || FUNDING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;942/x3AE&amp;lt;/b&amp;gt; || 5 Secs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;943/x3AF&amp;lt;/b&amp;gt; || 1 Min &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;944/x3B0&amp;lt;/b&amp;gt; || 5 Mins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;945/x3B1&amp;lt;/b&amp;gt; || 30 Mins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;946/x3B2&amp;lt;/b&amp;gt; || 1 Hour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;947/x3B3&amp;lt;/b&amp;gt; || 1 Day &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;948/x3B4&amp;lt;/b&amp;gt; || XCom Performance Roster &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;949/x3B5&amp;lt;/b&amp;gt; || Enter Name &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;950/x3B6&amp;lt;/b&amp;gt; || Performance Rating &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;951/x3B7&amp;lt;/b&amp;gt; || Victory Date &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;952/x3B8&amp;lt;/b&amp;gt; || Electro-flare &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;953/x3B9&amp;lt;/b&amp;gt; || This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;954/x3BA&amp;lt;/b&amp;gt; || Monthly Costs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;955/x3BB&amp;lt;/b&amp;gt; || Craft Rental &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;956/x3BC&amp;lt;/b&amp;gt; || Salaries &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;957/x3BD&amp;lt;/b&amp;gt; || Base maintenance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;958/x3BE&amp;lt;/b&amp;gt; || Cost per unit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;959/x3BF&amp;lt;/b&amp;gt; || Quantity &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;960/x3C0&amp;lt;/b&amp;gt; || Total &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;961/x3C1&amp;lt;/b&amp;gt; ||  day &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;962/x3C2&amp;lt;/b&amp;gt; ||  days &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;963/x3C3&amp;lt;/b&amp;gt; || In Psionic Training &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;964/x3C4&amp;lt;/b&amp;gt; || This device is a highly explosive missile that has an intelligent guidance system. It is fired from a blaster launcher. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;965/x3C5&amp;lt;/b&amp;gt; || Please look up the page listed below in your Game Manual, and enter the eight digit code listed at the bottom of the page.&amp;lt;br&amp;gt;EG:  Page 13 of Game Manual Code: 3994-9668&amp;lt;br&amp;gt;Please Enter the Code from Page  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;966/x3C6&amp;lt;/b&amp;gt; || Front Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;967/x3C7&amp;lt;/b&amp;gt; || Left Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;968/x3C8&amp;lt;/b&amp;gt; || Right Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;969/x3C9&amp;lt;/b&amp;gt; || Rear Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;970/x3CA&amp;lt;/b&amp;gt; || Under Armour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;971/x3CB&amp;lt;/b&amp;gt; || Rounds &lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[FRENCH.DAT]]&lt;br /&gt;
* [[GERMAN.DAT]]&lt;br /&gt;
* [[ENGLISH.DAT_(TFTD)]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28369</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28369"/>
		<updated>2010-06-28T02:19:21Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding where the MCD array, it&#039;s always made up of BLANKS.MCD first, followed by the MCD files for the terrain, the X-COM dropship, then the UFO. This &amp;quot;collated&amp;quot; table never gets saved to the HDD, as it&#039;s always possible to re-assemble it from scratch when loading a save game, based on the terrain and what craft are present.&lt;br /&gt;
&lt;br /&gt;
: Some terrains and UFOs are, themselves, made up of multiple MCD files. For example, the Battleship uses U_Ext02, U_Wall02, U_Pods and U_Bits. An urban map uses Roads, Urbits, Urban and Frniture. All of these &amp;quot;mini-sets&amp;quot; are hardcoded into the Tactical executable and aren&#039;t yet documented on this wiki. If you look at the file &amp;quot;TilesetLister.java&amp;quot; in my toolkit you&#039;ll see these listed out. The one method in that file, &amp;quot;String[] getList(int[], int)&amp;quot;, expects the entire contents of [[GEODATA.DAT]] as the int[], and offset 20 of [[MISSION.DAT|MISDATA/MISSION.DAT]] as the int.&lt;br /&gt;
&lt;br /&gt;
: The details on the MCD stuff really belong on a dedicated MCD page, which I&#039;ll make at some point. - [[User:Bomb Bloke|Bomb Bloke]] 22:41, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How do you know which value points to U_Ext02 and which value points to U_Wall02?  I mean, is a value of 15 for U_Ext02 and then 62 is U_Wall02?  Is it just alphabetical? Also, what is the value of 1 (the reserved bit)?  I know I just count up the BLANKS.MCD tiles, then the Terrain tiles, then the x-com ship tiles, then the UFO tiles?  That&#039;s the order they go in?  It still doesn&#039;t tell me whether U_Ext or U_Wall02 would be first, but it least gives me something to go on.  Thanks. [[User:Hatfarm|Hatfarm]] 10:45, 27 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure what you&#039;re on about with your first two questions. Are you talking about where the indexes for each of these separate MCD files would be located within the collated version? That was my first guess, but then you asked if it was &amp;quot;alphabetical&amp;quot;?! The records are only referred to via numbers... There&#039;s no way you can refer to them alphabetically. O_o&lt;br /&gt;
&lt;br /&gt;
: To determine the index for the first record of U_Ext02 within the collated MCD array, you&#039;d need to keep track of exactly how many MCD records you&#039;d added before adding that first U_Ext02 record. Note that you only need to do this for the purpose of assembling a map out of modules (not when loading a pre-assembled [[MAP.DAT]] file), and for keeping offsets 44 and 46 within your MCD records accurate as you build your collated array (which the tactical game engine does every time it starts up).&lt;br /&gt;
&lt;br /&gt;
: I also have no idea what you mean by &amp;quot;the reserved bit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: Yes, the ordering is as I&#039;ve written it...&lt;br /&gt;
&lt;br /&gt;
: Say the game wants to know what MCD files it needs to load to represent a Battleship. It refers to a hardcoded string array which is compiled directly into the tactical executable. This array holds multiple lists of filenames (though I think the extensions are inferred, to memory), in the order it expects the game engine to load them. The files are loaded in whatever order then appear within that hard-coded array.&lt;br /&gt;
&lt;br /&gt;
: If it&#039;s still not making sense to you after reading that java file I mentioned, run my battlescape editor, then hit the esc button to close the main window. You&#039;ll still have a text console remaining on the screen, which&#039;ll show you the exact MCD files loaded, in the order it loaded them. - [[User:Bomb Bloke|Bomb Bloke]] 11:44, 27 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What I meant was I wasn&#039;t sure how you would figure out the order the MCD files are collated.  Looking at your file gives me the order, but I wasn&#039;t sure if there was some sort of specific order.  I thought it was possible it would be collated alphabetically.  However, it&#039;s collated in a way they just happened to code it to be collated.  So, if I&#039;m catching this correctly, the values in Map.DAT refer to this collated MCD. [[User:Hatfarm|Hatfarm]] 22:19, 27 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28368</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28368"/>
		<updated>2010-06-28T02:04:46Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding where the MCD array, it&#039;s always made up of BLANKS.MCD first, followed by the MCD files for the terrain, the X-COM dropship, then the UFO. This &amp;quot;collated&amp;quot; table never gets saved to the HDD, as it&#039;s always possible to re-assemble it from scratch when loading a save game, based on the terrain and what craft are present.&lt;br /&gt;
&lt;br /&gt;
: Some terrains and UFOs are, themselves, made up of multiple MCD files. For example, the Battleship uses U_Ext02, U_Wall02, U_Pods and U_Bits. An urban map uses Roads, Urbits, Urban and Frniture. All of these &amp;quot;mini-sets&amp;quot; are hardcoded into the Tactical executable and aren&#039;t yet documented on this wiki. If you look at the file &amp;quot;TilesetLister.java&amp;quot; in my toolkit you&#039;ll see these listed out. The one method in that file, &amp;quot;String[] getList(int[], int)&amp;quot;, expects the entire contents of [[GEODATA.DAT]] as the int[], and offset 20 of [[MISSION.DAT|MISDATA/MISSION.DAT]] as the int.&lt;br /&gt;
&lt;br /&gt;
: The details on the MCD stuff really belong on a dedicated MCD page, which I&#039;ll make at some point. - [[User:Bomb Bloke|Bomb Bloke]] 22:41, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How do you know which value points to U_Ext02 and which value points to U_Wall02?  I mean, is a value of 15 for U_Ext02 and then 62 is U_Wall02?  Is it just alphabetical? Also, what is the value of 1 (the reserved bit)?  I know I just count up the BLANKS.MCD tiles, then the Terrain tiles, then the x-com ship tiles, then the UFO tiles?  That&#039;s the order they go in?  It still doesn&#039;t tell me whether U_Ext or U_Wall02 would be first, but it least gives me something to go on.  Thanks. [[User:Hatfarm|Hatfarm]] 10:45, 27 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not sure what you&#039;re on about with your first two questions. Are you talking about where the indexes for each of these separate MCD files would be located within the collated version? That was my first guess, but then you asked if it was &amp;quot;alphabetical&amp;quot;?! The records are only referred to via numbers... There&#039;s no way you can refer to them alphabetically. O_o&lt;br /&gt;
&lt;br /&gt;
: To determine the index for the first record of U_Ext02 within the collated MCD array, you&#039;d need to keep track of exactly how many MCD records you&#039;d added before adding that first U_Ext02 record. Note that you only need to do this for the purpose of assembling a map out of modules (not when loading a pre-assembled [[MAP.DAT]] file), and for keeping offsets 44 and 46 within your MCD records accurate as you build your collated array (which the tactical game engine does every time it starts up).&lt;br /&gt;
&lt;br /&gt;
: I also have no idea what you mean by &amp;quot;the reserved bit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: Yes, the ordering is as I&#039;ve written it...&lt;br /&gt;
&lt;br /&gt;
: Say the game wants to know what MCD files it needs to load to represent a Battleship. It refers to a hardcoded string array which is compiled directly into the tactical executable. This array holds multiple lists of filenames (though I think the extensions are inferred, to memory), in the order it expects the game engine to load them. The files are loaded in whatever order then appear within that hard-coded array.&lt;br /&gt;
&lt;br /&gt;
: If it&#039;s still not making sense to you after reading that java file I mentioned, run my battlescape editor, then hit the esc button to close the main window. You&#039;ll still have a text console remaining on the screen, which&#039;ll show you the exact MCD files loaded, in the order it loaded them. - [[User:Bomb Bloke|Bomb Bloke]] 11:44, 27 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
What I meant was I wasn&#039;t sure how you would figure out the order the MCD files are collated.  Looking at your file gives me the order, but I wasn&#039;t sure if there was some sort of specific order.  I thought it was possible it would be collated alphabetically.  Anyway, thanks for your help.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28366</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28366"/>
		<updated>2010-06-27T15:12:39Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding where the MCD array, it&#039;s always made up of BLANKS.MCD first, followed by the MCD files for the terrain, the X-COM dropship, then the UFO. This &amp;quot;collated&amp;quot; table never gets saved to the HDD, as it&#039;s always possible to re-assemble it from scratch when loading a save game, based on the terrain and what craft are present.&lt;br /&gt;
&lt;br /&gt;
: Some terrains and UFOs are, themselves, made up of multiple MCD files. For example, the Battleship uses U_Ext02, U_Wall02, U_Pods and U_Bits. An urban map uses Roads, Urbits, Urban and Frniture. All of these &amp;quot;mini-sets&amp;quot; are hardcoded into the Tactical executable and aren&#039;t yet documented on this wiki. If you look at the file &amp;quot;TilesetLister.java&amp;quot; in my toolkit you&#039;ll see these listed out. The one method in that file, &amp;quot;String[] getList(int[], int)&amp;quot;, expects the entire contents of [[GEODATA.DAT]] as the int[], and offset 20 of [[MISSION.DAT|MISDATA/MISSION.DAT]] as the int.&lt;br /&gt;
&lt;br /&gt;
: The details on the MCD stuff really belong on a dedicated MCD page, which I&#039;ll make at some point. - [[User:Bomb Bloke|Bomb Bloke]] 22:41, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How do you know which value points to U_Ext02 and which value points to U_Wall02?  I mean, is a value of 15 for U_Ext02 and then 62 is U_Wall02?  Is it just alphabetical? Also, what is the value of 1 (the reserved bit)?  I know I just count up the BLANKS.MCD tiles, then the Terrain tiles, then the x-com ship tiles, then the UFO tiles?  That&#039;s the order they go in?  It still doesn&#039;t tell me whether U_Ext or U_Wall02 would be first, but it least gives me something to go on.  Thanks. [[User:Hatfarm|Hatfarm]] 10:45, 27 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28365</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28365"/>
		<updated>2010-06-27T14:48:17Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding where the MCD array, it&#039;s always made up of BLANKS.MCD first, followed by the MCD files for the terrain, the X-COM dropship, then the UFO. This &amp;quot;collated&amp;quot; table never gets saved to the HDD, as it&#039;s always possible to re-assemble it from scratch when loading a save game, based on the terrain and what craft are present.&lt;br /&gt;
&lt;br /&gt;
: Some terrains and UFOs are, themselves, made up of multiple MCD files. For example, the Battleship uses U_Ext02, U_Wall02, U_Pods and U_Bits. An urban map uses Roads, Urbits, Urban and Frniture. All of these &amp;quot;mini-sets&amp;quot; are hardcoded into the Tactical executable and aren&#039;t yet documented on this wiki. If you look at the file &amp;quot;TilesetLister.java&amp;quot; in my toolkit you&#039;ll see these listed out. The one method in that file, &amp;quot;String[] getList(int[], int)&amp;quot;, expects the entire contents of [[GEODATA.DAT]] as the int[], and offset 20 of [[MISSION.DAT|MISDATA/MISSION.DAT]] as the int.&lt;br /&gt;
&lt;br /&gt;
: The details on the MCD stuff really belong on a dedicated MCD page, which I&#039;ll make at some point. - [[User:Bomb Bloke|Bomb Bloke]] 22:41, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How do you know which value points to U_Ext02 and which value points to U_Wall02?  I mean, is a value of 15 for U_Ext02 and then 62 is U_Wall02?  Is it just alphabetical? Also, what are the 0 and 1 reserved bits, are those just the BLANKS.MCD stuff first?  Oh, wait, I may have just figured it out from what you&#039;ve already said, so I just count up the BLANKS.MCD tiles, then the Terrain tiles, then the x-com ship tiles, then the UFO tiles?  That&#039;s the order they go in?  It still doesn&#039;t tell me whether U_Ext or U_Wall02 would be first, but it least gives me something to go on.  Thanks. [[User:Hatfarm|Hatfarm]] 10:45, 27 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28364</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28364"/>
		<updated>2010-06-27T14:45:12Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Regarding where the MCD array, it&#039;s always made up of BLANKS.MCD first, followed by the MCD files for the terrain, the X-COM dropship, then the UFO. This &amp;quot;collated&amp;quot; table never gets saved to the HDD, as it&#039;s always possible to re-assemble it from scratch when loading a save game, based on the terrain and what craft are present.&lt;br /&gt;
&lt;br /&gt;
: Some terrains and UFOs are, themselves, made up of multiple MCD files. For example, the Battleship uses U_Ext02, U_Wall02, U_Pods and U_Bits. An urban map uses Roads, Urbits, Urban and Frniture. All of these &amp;quot;mini-sets&amp;quot; are hardcoded into the Tactical executable and aren&#039;t yet documented on this wiki. If you look at the file &amp;quot;TilesetLister.java&amp;quot; in my toolkit you&#039;ll see these listed out. The one method in that file, &amp;quot;String[] getList(int[], int)&amp;quot;, expects the entire contents of [[GEODATA.DAT]] as the int[], and offset 20 of [[MISSION.DAT|MISDATA/MISSION.DAT]] as the int.&lt;br /&gt;
&lt;br /&gt;
: The details on the MCD stuff really belong on a dedicated MCD page, which I&#039;ll make at some point. - [[User:Bomb Bloke|Bomb Bloke]] 22:41, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How do you know which value points to U_Ext02 and which value points to U_Wall02?  I mean, is a value of 15 for U_Ext02 and then 62 is U_Wall02?  Is it just alphabetical? [[User:Hatfarm|Hatfarm]] 10:45, 27 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28336</id>
		<title>Talk:GEODATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28336"/>
		<updated>2010-06-27T02:15:57Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does &amp;quot;This is the RMP (or LZ depending on how you look at it) flag. It says if the craft or ground RMP file is used.&amp;quot; for offsets 37-83 mean? [[User:Hatfarm|Hatfarm]] 17:53, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each map module has a [[ROUTES|RMP file]] that goes with it. This lists all the nodes which are used for spawning units on the map, and also are used by patrolling aliens.&lt;br /&gt;
&lt;br /&gt;
When the battle begins, all of these nodes are compiled together into one table (which gets dumped into [[ROUTES.DAT]] if you save the game). It&#039;s possible to view all these points in my battlescape editor by tapping the D button a few times. By comparing offsets 69 and 70 of a given alien&#039;s [[UNITREF.DAT]] record, it&#039;s even possible to get some idea as to where that alien is &amp;quot;going&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Anyway! With all that in mind, craft (both X-COM and alien) have their own route node tables. I guess what Blade is trying to say is that these 29 bytes form a table that indicates whether a craft or a normal &amp;quot;terrain&amp;quot; RMP file should be used for each map module (I know both are never used).&lt;br /&gt;
&lt;br /&gt;
The problem with this is that a 5x5 map (the largest on which craft can appear within UFO:EU) would only require 25 bytes (well, 25 &#039;&#039;bits&#039;&#039; really, but let&#039;s assume the devs were lazy). A 6x6 craft map is possible in TFTD and would require 36! But assuming Blade is right, altering these values prior to [[Battlescape Map Generation]] should affect the resulting [[ROUTES.DAT]] file if you save the resulting battle (though they&#039;d have no affect on anything once the battle begins). - [[User:Bomb Bloke|Bomb Bloke]] 20:30, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No, 36 bytes.  Only way to get 29 bytes is subtract the hexadecimal offsets as decimal.  -- [[User:Zaimoni|Zaimoni]], 19:52 June 26 2010&lt;br /&gt;
&lt;br /&gt;
Whoops! - [[User:Bomb Bloke|Bomb Bloke]] 21:49, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
That makes sense,  thanks again! [[User:Hatfarm|Hatfarm]] 22:15, 26 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28335</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28335"/>
		<updated>2010-06-27T02:03:13Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to. [[User:Hatfarm|Hatfarm]] 22:03, 26 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28334</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28334"/>
		<updated>2010-06-27T02:02:55Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
BB you&#039;ve outdown yourself with this redo, really well done.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28333</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28333"/>
		<updated>2010-06-27T01:59:02Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No it&#039;s not the easiest thing to read. Basically each tile is 4 bytes in length, detailing the two wall, floor and object space (for walls, furniture, etc), and the tiles are stored like a bitmap, similar to the lightmaps, etc. Now, what MCD records to use I&#039;m not entirely sure, so this is just conjecture on my part. All of the map sets that are used for the current map are recorded in Geodata.dat. Since each tile set has an associated MCD file, the game might set up its own tile/MCD lookup table based on the tilesets that it is using for the current map.-[[User:NKF|NKF]] 17:22, 26 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, the actual MCD file used by a map is a composite of the terrain, UFO, and X-COM tilesets.  I &amp;lt;b&amp;gt;think&amp;lt;/b&amp;gt; the order of tile set indexes is terrain, then UFO, then X-COM.  You have problems if there are more than 253 non-blank tiles (0 and 1 are reserved indexes). -- [[User:Zaimoni|Zaimoni]] 19:32, 26 June 2010 (CDT)&lt;br /&gt;
&lt;br /&gt;
Whoever redid this page did an amazing job.  REALLY clear now, thanks for the info.  I think I had put it all together after looking at all of the files together, but having it all here makes it a lot easier to refer to.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28325</id>
		<title>Talk:GEODATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28325"/>
		<updated>2010-06-26T21:53:25Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does &amp;quot;This is the RMP (or LZ depending on how you look at it) flag. It says if the craft or ground RMP file is used.&amp;quot; for offsets 37-83 mean? [[User:Hatfarm|Hatfarm]] 17:53, 26 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28324</id>
		<title>Talk:GEODATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEODATA.DAT&amp;diff=28324"/>
		<updated>2010-06-26T21:53:08Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: New page: What does &amp;quot;This is the RMP (or LZ depending on how you look at it) flag. It says if the craft or ground RMP file is used.&amp;quot; for offsets 37-83 mean?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does &amp;quot;This is the RMP (or LZ depending on how you look at it) flag. It says if the craft or ground RMP file is used.&amp;quot; for offsets 37-83 mean?&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28322</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28322"/>
		<updated>2010-06-26T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  How does it know which MCD file to link to?  Where is that information stored?  Is that just from GEODATA.DAT?  What about when there are multiple MCD&#039;s used? [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28321</id>
		<title>Talk:MAP.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MAP.DAT&amp;diff=28321"/>
		<updated>2010-06-26T17:19:39Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just recalling years ago when I was exploring the map files to see how they were put together, I seem to recall that there were a few extra bytes beyond the end of the map data. Does anyone what these were for or were they just extraneous bytes that never got used? -[[User:NKF|NKF]] 03:53, 19 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The description of this file makes it really hard to understand.  Is it really just a bitmap of the layout?  I find that difficult to believe since the game doesn&#039;t use raw bitmaps anywhere else.  If this is not the case, what does each byte point to then?  I&#039;m trying to decipher this myself, any help would be appreciated. [[User:Hatfarm|Hatfarm]] 13:19, 26 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=28252</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=28252"/>
		<updated>2010-06-14T15:02:39Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNITREF.DAT has a row width of 124 bytes for UFO, 132 for TFTD. Bytes are unsigned, except for Missions and Kills. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). The same format is used by the files [[UNIREF.DAT]] and [[UNIREF2.DAT]]. These are images of UNITREF.DAT saved in [[Saved_Game_Files#Missdat_Files|MISSDAT]] as of, respectively, the beginning of the last &amp;quot;live&amp;quot; combat game (i.e., not loaded from a savegame) and the last finished combat.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset (0 to 123) followed by the equivalent hex offset (00 to 7B) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;. Notes only apply to UFO (as opposed to TFTD) unless otherwise stated. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&#039;&#039;&#039;0 / 00:&#039;&#039;&#039; Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [53] &amp;amp; [54] (weapons in hands), [115] (gender) and [120] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                                &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier             0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier              1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier                       2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                            3: Tank&lt;br /&gt;
   4: Sectoid                                         4: Aquatoid&lt;br /&gt;
   5: Snakeman                                        5: Gillman&lt;br /&gt;
   6: Ethereal                                         6: Lobster Man&lt;br /&gt;
   7: Muton                                           7: Tasoth&lt;br /&gt;
   8: Floater                                         8: Calcinite&lt;br /&gt;
   9: Celatid                                         9: Deep One&lt;br /&gt;
  10: Silacoid                                       10: BioDrone&lt;br /&gt;
  11: Chryssalid                                     11: Tentaculat&lt;br /&gt;
  12: Reaper                                         12: Triscene&lt;br /&gt;
  13: Sectopod                                       13: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                                      14: Xarquid&lt;br /&gt;
  15: Male civilian                                  15: Male civilians&lt;br /&gt;
  16: Female civilian                                16: Female civilians&lt;br /&gt;
  17: Zombie                                         17: Zombie&lt;br /&gt;
  18: Unused (but it made the sound of a tank?)     255: Unused&lt;br /&gt;
 255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 / 01:&#039;&#039;&#039; Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, unitref[115] and unitref[116] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 / 02:&#039;&#039;&#039; Bitflags. &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; Seems to be consistent with different character models. &#039;&#039;MTR:&#039;&#039; I pulled those out of Hobbes&#039; savegame (see Note 4). There seems to be some differences. Could it be a dynamic byte instead of e.g. static relative to model or whatever?&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; 00100100   36 Floater&lt;br /&gt;
      10000000  128 Personal armour&lt;br /&gt;
      10001100  140 Power suit/flying suits&lt;br /&gt;
      11101000  232 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00010000   16 Hovertank/Plasma&lt;br /&gt;
      00111000   56 Psi unlocked soldier in flying suit&lt;br /&gt;
      00110000   48 Psi locked soldier in kevlar&lt;br /&gt;
      01010000   80 Aliens&lt;br /&gt;
      01010100   84 Cyberdisc&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100    4 Celatid&lt;br /&gt;
      00100100   36 Chryssalid, Civvie, Ethereal, Floater, Muton, Snakeman, &lt;br /&gt;
      11011100  220 Sectoid                          PA Soldier, Tank/Laser&lt;br /&gt;
      11111000  248 Silacoid       &lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Common to Cyberdiscs&lt;br /&gt;
      (  8) 4: Common to flying suits&lt;br /&gt;
      ( 16) 5: Common to all units&lt;br /&gt;
      ( 32) 6: Common to X-COM troopers&lt;br /&gt;
      ( 64) 7: Common to all enemies&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 / 03:&#039;&#039;&#039; Bitflags:&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00101110  46 Pers. armor&lt;br /&gt;
      10000101 133 Floater&lt;br /&gt;
      10111111 191 PS/FS&lt;br /&gt;
      11101100 236 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00100100  36 Psi locked soldier in kevlar&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      10000001 129 Cyberdisc&lt;br /&gt;
      10100101 165 Aliens&lt;br /&gt;
      10110101 181 Psi unlocked soldier in flying suit&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid     &#039;&#039;- from Hobbes&#039; savegame&#039;&#039;&lt;br /&gt;
      00000100   4 Celatid&lt;br /&gt;
      00100000  32 Floater&lt;br /&gt;
      00110000  48 Muton, Snakeman, Tank/Laser&lt;br /&gt;
      01110101 117 Sectoid&lt;br /&gt;
      10100000 160 Ethereal&lt;br /&gt;
      10110000 176 Civilian, PS (Power Suit) Soldier&lt;br /&gt;
     &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Small units&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Flying X-COM units&lt;br /&gt;
      ( 32) 6: Small units&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 / 04:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 10010001 145 PS/FS&lt;br /&gt;
      10011011 155 PA Soldier, Floater, Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01100001  97 Hovertank/Plasma, Psi unlocked soldier in flying suit&lt;br /&gt;
      01100010  98 Psi locked soldier in kevlar, Cyberdisc, Aliens&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00100000  32 Silacoid       &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      00100100  36 Celatid, PA Soldier, Tank/Laser&lt;br /&gt;
      00100101  37 Civilian, Muton, Snakeman&lt;br /&gt;
      01010011  83 Sectoid&lt;br /&gt;
      01011111  95 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 / 05:&#039;&#039;&#039; Flags 1 for units in play, 0 otherwise. Possible bitflags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 / 06:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00000000   0 Reaper&lt;br /&gt;
      00010000  16 Pers. armor&lt;br /&gt;
      00100000  32 PS/FS&lt;br /&gt;
      01010000  80 Floater&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01000000  64 Psi unlocked soldier in flying suit&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      11000100 196 Aliens&lt;br /&gt;
      11010100 212 Cyberdisc&lt;br /&gt;
      11101000 232 Psi locked soldier in kevlar&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100   4 Chryssalid      &#039;&#039;  - Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01000000  64 Floater&lt;br /&gt;
      10000100 132 Muton&lt;br /&gt;
      10000100 132 Snakeman&lt;br /&gt;
      10010100 148 Ethereal&lt;br /&gt;
      10011000 152 Tank/Laser&lt;br /&gt;
      10011100 156 Soldier psi locked in a power suit&lt;br /&gt;
      10101000 168 Celatid&lt;br /&gt;
      10101100 172 Sectoid&lt;br /&gt;
      11011000 216 Civilian&lt;br /&gt;
      11100100 228 Silacoid&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Enemies&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Large units&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: Always flagged?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 / 07:&#039;&#039;&#039; &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt;&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00000000   0 Hovertank/Plasma&lt;br /&gt;
      00010000  16 Cyberdisc&lt;br /&gt;
      00010001  17 Psi unlocked flying suit troopers&lt;br /&gt;
      00101011  43 Sectoid&lt;br /&gt;
      00101101  45 Psi locked kevlar troopers&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 01001110  78 Chryssalid, Floater    &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01111011 123 Tank/Laser&lt;br /&gt;
      01111100 124 PA Soldier &lt;br /&gt;
      01111101 125 Sectoid&lt;br /&gt;
      01111110 126 Civilian&lt;br /&gt;
      11001011 203 Ethereal&lt;br /&gt;
      11011111 223 Celatid, Silacoid&lt;br /&gt;
      11111011 251 Muton, Snakeman&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: Small units&lt;br /&gt;
      (  2) 2: Small aliens&lt;br /&gt;
      (  4) 3: Psi locked kevlar troopers&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: ?&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 / 08:&#039;&#039;&#039; Same for all units? (171) (11000011)&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00010011  19 Celatid, Silacoid   &#039;&#039;- from Hobbes&#039;&#039;&lt;br /&gt;
      00011110  30 Civilian, Muton, Snakeman, PA Soldier, Tank/Laser&lt;br /&gt;
      01001110  78 Sectoid&lt;br /&gt;
      01011001  89 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;Zaimoni:&#039;&#039; Bit 3 (significance 4) sometimes changes during alien turn/patrol AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 / 09:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 / 0A:&#039;&#039;&#039; Unit facing. Does NOT control HWP turret direction; see [024].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11 / 0B:&#039;&#039;&#039; Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[TERRAIN|MCD]][39+UnitRef[11]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 / 0C:&#039;&#039;&#039; Current TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 / 0D:&#039;&#039;&#039; Current Health. Health of 0 = Dead. Compare [42], [120].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 / 0E:&#039;&#039;&#039; Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15 / 0F:&#039;&#039;&#039; Current Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16 / 10:&#039;&#039;&#039; Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17 / 11:&#039;&#039;&#039; Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 / 12:&#039;&#039;&#039; Current Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 / 13:&#039;&#039;&#039; Current Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20 / 14:&#039;&#039;&#039; Current Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21 / 15:&#039;&#039;&#039; Current Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22 / 16:&#039;&#039;&#039; Current Under Armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23 / 17:&#039;&#039;&#039; Base Firing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24 / 18:&#039;&#039;&#039; Base Throwing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [010].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25 / 19:&#039;&#039;&#039; Base TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26 / 1A:&#039;&#039;&#039; Base Health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27 / 1B:&#039;&#039;&#039; Base Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28 / 1C:&#039;&#039;&#039; Base Reactions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29 / 1D:&#039;&#039;&#039; Base Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30 / 1E:&#039;&#039;&#039; Base Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31 / 1F:&#039;&#039;&#039; Base Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32 / 20:&#039;&#039;&#039; Base Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33 / 21:&#039;&#039;&#039; Base Under Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34 / 22:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35 / 23:&#039;&#039;&#039; Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [45] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36 / 24:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37 / 25:&#039;&#039;&#039; Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38 / 26:&#039;&#039;&#039; Item to create when unit is unconcious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39 / 27:&#039;&#039;&#039; &amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40 / 28:&#039;&#039;&#039; Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41 / 29:&#039;&#039;&#039; &#039;&#039;BombBloke:&#039;&#039; Something to do with large units. Changes during gameplay. Have seen values of 2, 3, 5, 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 / 2A:&#039;&#039;&#039; Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [13] (Health=0) seems to be the only reliable death indicator for them. Compare [120]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43 / 2B:&#039;&#039;&#039; 0 or 1? In Hobbes&#039; savegame, civvies and sectoids are 1. All others are 0 (soldiers, aliens, terrorists, tank).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MTR: If the next byte is &amp;quot;aggression&amp;quot;, and civvies and sectoids have a 1 here, could this be &amp;quot;cowardliness&amp;quot;? Likelihood to panic; to do something dumb/random? We&#039;ve all seen civvies running around in a mad / random panic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44 / 2C:&#039;&#039;&#039; Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2.  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45 / 2D:&#039;&#039;&#039; Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [35] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46 / 2E:&#039;&#039;&#039; HWP turret image. Only used (and only appears) if unit type [00]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [113] and [117].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47 / 2F:&#039;&#039;&#039; This is a direct copy of offset[48] from the MCD record (see [[TERRAIN]]) of the tile the unit is standing on. A signed byte.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48 / 30:&#039;&#039;&#039; Values for this byte always equal [52] and are:&lt;br /&gt;
   2  (5 pixels):  Sectoid&lt;br /&gt;
   3  (7 pixels):  Celatid, Chryssalid, Civvie, Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [49]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [49] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                       LOF     LOF             Cross    Percent&lt;br /&gt;
                      Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type                 &#039;&#039;UR[48]  Pixels  UR[49] Pxls X Ht  (16x24)   UR[51]&#039;&#039;&lt;br /&gt;
 ----                 ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid                 2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid                 3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)      3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank               4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid                5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                  3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal                3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc               4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid              3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian                3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater                 3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                   3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                    4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier                 3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                  4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
The unit Float number (Unitref[51], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49 / 31:&#039;&#039;&#039; [[height|Standing height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50 / 32:&#039;&#039;&#039; [[height|Kneeling height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51 / 33:&#039;&#039;&#039; Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The heighest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52 / 34:&#039;&#039;&#039; Always the same as [48] in all known saved games. XCOMmies are trying to test its significance, as seen at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53 / 35&#039;&#039;&#039; and &#039;&#039;&#039;54 / 36:&#039;&#039;&#039; Image index for item in left and right hand, respectively. 255 for none. Indexes into obdata.dat, not obpos.dat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but these bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;55 / 37:&#039;&#039;&#039; [[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;56 / 38:&#039;&#039;&#039; [[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;57 / 39:&#039;&#039;&#039; [[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;58 / 3A:&#039;&#039;&#039; Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;59 / 3B:&#039;&#039;&#039; [[Bravery]] = 110 - (10 * value)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;60 / 3C:&#039;&#039;&#039; Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;61 / 3D:&#039;&#039;&#039; Unitref[062] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;62 / 3E:&#039;&#039;&#039; Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;63 / 3F:&#039;&#039;&#039; Number of [[Fatal Wounds]] to head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;64 / 40:&#039;&#039;&#039; Number of fatal wounds to torso.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;65 / 41:&#039;&#039;&#039; Number of fatal wounds to right arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;66 / 42:&#039;&#039;&#039; Number of fatal wounds to left arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;67 / 43:&#039;&#039;&#039; Number of fatal wounds to right leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;68 / 44:&#039;&#039;&#039; Number of fatal wounds to left leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;69 / 45&#039;&#039;&#039; and &#039;&#039;&#039;70 / 46:&#039;&#039;&#039; Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;71 / 47:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Always 16 for XCom units, 1 for cyberdisc, 0 for others? Perhaps involves mobile lighting - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;72 / 48:&#039;&#039;&#039; Always 0? May be paired with [71].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;73 / 49:&#039;&#039;&#039; Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;74 / 4A:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Could be the unit spotted icon identifier? Could point to visible enemy units?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MikeTheRed:&#039;&#039; XCOMs always have 0, but Mutons have values of 0-3 (usually 0 or 2, and often fluctuating) in a firing squad situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75 / 4B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;76-77 / 4C-4D:&#039;&#039;&#039; Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;78-79 / 4E-4F:&#039;&#039;&#039; Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;80 / 50:&#039;&#039;&#039; [[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;81 / 51:&#039;&#039;&#039; [[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 / 52:&#039;&#039;&#039; [[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;83 / 53:&#039;&#039;&#039; [[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;84 / 54:&#039;&#039;&#039; [[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;85 / 55:&#039;&#039;&#039; [[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;86-111 / 56-6F:&#039;&#039;&#039;  Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;112 / 70:&#039;&#039;&#039; 0; sometimes 1 for aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;113 / 71:&#039;&#039;&#039; If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
UnitRef[1] actually determines the inventory screen used, might be worth playing with that. UnitRef[46] determines the layout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;114 / 72:&#039;&#039;&#039; If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;115 / 73:&#039;&#039;&#039; Gender: 0 = male, 1 = female.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;116 / 74:&#039;&#039;&#039; Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;117 / 75:&#039;&#039;&#039; Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                          F.A.  TUs        F.A.  TUs&lt;br /&gt;
      0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
      1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
      2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
      3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
      4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
      5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
     22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
    255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [46], [113], and [118].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 / 76:&#039;&#039;&#039; Ammo for [117] turret weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;119 / 77:&#039;&#039;&#039; Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
      00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
      00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
      00000101   5 Snakeman&lt;br /&gt;
      00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
      00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
      00010011  19 Snakeman&lt;br /&gt;
      00100110  38 PA Soldier&lt;br /&gt;
      00101010  42 Muton(3)&lt;br /&gt;
      00110001  49 Muton&lt;br /&gt;
      00110010  50 PA Soldier&lt;br /&gt;
      00110101  53 Silacoid(2)&lt;br /&gt;
      00111011  59 Celatid&lt;br /&gt;
      00111111  63 Silacoid&lt;br /&gt;
      01001110  78 PA Soldier&lt;br /&gt;
      01100111 103 PA Soldier&lt;br /&gt;
      01111111 127 Muton&lt;br /&gt;
      10010000 144 Muton&lt;br /&gt;
      11000000 192 Celatid&lt;br /&gt;
      11111110 254 Muton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;120 / 78:&#039;&#039;&#039; Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
    (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                        &#039;&#039;[13] (Health=0) is the most reliable indicator for me. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
    (  2) 2: 1 = Unit can fly.&lt;br /&gt;
    (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
    (  8) 4: ??? Seems to flag if the unit has been selected this turn.&lt;br /&gt;
    ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
                 (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
    ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
    ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
    (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
                 Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;121 / 79:&#039;&#039;&#039; Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;122 / 7A:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;123 / 7B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;124 / 7C:&#039;&#039;&#039; - TFTD ONLY - Appears to be a count as to which frame of bubbles the soldier is on.  Can be 0 to 16 (0x0F), most likely 125/7D is included with this.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets 23-28, etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset 78-79) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets 80-85) causes stat and rank increases, and decreased health (offset 26 - offset 13) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets 80-85) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset 85) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets 80-82 or 84-85; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 99 values.&lt;br /&gt;
   Unknown values (25 in total):&lt;br /&gt;
   [002] [003] [004] [005] [006] [007] [008] [009] [034]&lt;br /&gt;
   [036] [041] [043] [052] [069] [070] [071] [072] [074] &lt;br /&gt;
   [075] [112] [119] [120] [121] [122] [123]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28250</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28250"/>
		<updated>2010-06-13T05:07:49Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* TFTD&amp;#039;s extra bytes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
&lt;br /&gt;
P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
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While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
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Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
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There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
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BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
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Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
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I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
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== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
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Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
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I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
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I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
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== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
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By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
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:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
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I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
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But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
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Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
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Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
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I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
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Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
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: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
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So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
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I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
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== Offset 0x47 ==&lt;br /&gt;
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The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
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:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
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I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
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:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
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== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
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:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
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:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
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 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
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== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
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:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
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== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
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== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent? - [[User:Hatfarm|Hatfarm]]&lt;br /&gt;
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They are indeed appended. My battlescape editor deals with TFTD&#039;s UnitRef by just adjusting for the larger record size, and then ignoring the extra bytes completely - didn&#039;t need to do anything else to make it all match up. I&#039;ve yet to actually look at some sample values in order to work out what they might be for. &lt;br /&gt;
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Incidently, you can insert signatures into your postings using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 21:48, 20 January 2010 (EST)&lt;br /&gt;
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== TFTD&#039;s extra bytes ==&lt;br /&gt;
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It appears that byte 126 is a bit flag array of some sort as I have mostly seen values of 1 and 0 for it, but others have appeared.  I saved a single mission at several different times and each one had 0 or 1, but a terror mission save had some different values for this, Like 0x20 and 0x4F.  I tried adjusting it and checking the saved game, but nothing seemed to change...&lt;br /&gt;
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Byte 124 I&#039;ve seen values of 0,4,6,7,0x0A and 0x0E.  No idea what these mean, and changing them did not do anything for me.&lt;br /&gt;
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They appear to only be for Soldiers as well, none of the aliens in any of my saved games have values for these.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 15:16, 5 June 2010 (EDT)&lt;br /&gt;
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124 may have something to do with the air-bubbles that trickle up from soldiers when they&#039;re underwater - an animation counter, similar to offset 8 of [[SMOKREF.DAT]], but with a higher range (0-15, probably). Granted, there&#039;s no real reason to keep track of bubbles when saving the game, but they have to be tracked somewhere at run-time, and this seems to be the logical place (the save files are just raw dumps of RAM anyway).&lt;br /&gt;
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In theory, if you set this to the same value for all soldiers (say 5), on loading the game, they&#039;d all have identical air bubbles over their heads. - [[User:Bomb Bloke|Bomb Bloke]] 22:26, 5 June 2010 (EDT)&lt;br /&gt;
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You&#039;re right, I set them all to 5 and they were all in the same place bubble wise,.  However, they don&#039;t all &amp;quot;rebubble&amp;quot; at the same time.  Good call BB. [[User:Hatfarm|Hatfarm]] 02:16, 12 June 2010 (EDT)&lt;br /&gt;
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I&#039;d guess they &amp;quot;rebubble&amp;quot; randomly, though it may be a rather more elaborate setup - bubbles might appear more often for soldiers with lower stamina levels, maybe, to indicate they&#039;re out of breath.&lt;br /&gt;
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Unfortunately, I can&#039;t think of anything else TFTD adds that would warrant using those extra bytes at the end of the file. - [[User:Bomb Bloke|Bomb Bloke]] 05:20, 12 June 2010 (EDT)&lt;br /&gt;
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I&#039;m guessing it&#039;s a 2 byte count at least, which would account for the 124 and 125 bytes.  If I think of anything for the others, I&#039;ll let you know.  [[User:Hatfarm|Hatfarm]] 01:07, 13 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28244</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28244"/>
		<updated>2010-06-12T06:16:50Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* TFTD&amp;#039;s extra bytes */&lt;/p&gt;
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&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
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P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
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== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
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I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
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I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
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[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
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I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
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Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
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While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
&lt;br /&gt;
Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
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BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
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Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
&lt;br /&gt;
I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
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Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
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I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
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I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
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== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
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By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
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I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
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But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
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Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
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Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
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Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
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So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
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I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
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== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent? - [[User:Hatfarm|Hatfarm]]&lt;br /&gt;
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----&lt;br /&gt;
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They are indeed appended. My battlescape editor deals with TFTD&#039;s UnitRef by just adjusting for the larger record size, and then ignoring the extra bytes completely - didn&#039;t need to do anything else to make it all match up. I&#039;ve yet to actually look at some sample values in order to work out what they might be for. &lt;br /&gt;
&lt;br /&gt;
Incidently, you can insert signatures into your postings using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 21:48, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD&#039;s extra bytes ==&lt;br /&gt;
&lt;br /&gt;
It appears that byte 126 is a bit flag array of some sort as I have mostly seen values of 1 and 0 for it, but others have appeared.  I saved a single mission at several different times and each one had 0 or 1, but a terror mission save had some different values for this, Like 0x20 and 0x4F.  I tried adjusting it and checking the saved game, but nothing seemed to change...&lt;br /&gt;
&lt;br /&gt;
Byte 124 I&#039;ve seen values of 0,4,6,7,0x0A and 0x0E.  No idea what these mean, and changing them did not do anything for me.&lt;br /&gt;
&lt;br /&gt;
They appear to only be for Soldiers as well, none of the aliens in any of my saved games have values for these.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 15:16, 5 June 2010 (EDT)&lt;br /&gt;
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124 may have something to do with the air-bubbles that trickle up from soldiers when they&#039;re underwater - an animation counter, similar to offset 8 of [[SMOKREF.DAT]], but with a higher range (0-15, probably). Granted, there&#039;s no real reason to keep track of bubbles when saving the game, but they have to be tracked somewhere at run-time, and this seems to be the logical place (the save files are just raw dumps of RAM anyway).&lt;br /&gt;
&lt;br /&gt;
In theory, if you set this to the same value for all soldiers (say 5), on loading the game, they&#039;d all have identical air bubbles over their heads. - [[User:Bomb Bloke|Bomb Bloke]] 22:26, 5 June 2010 (EDT)&lt;br /&gt;
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You&#039;re right, I set them all to 5 and they were all in the same place bubble wise,.  However, they don&#039;t all &amp;quot;rebubble&amp;quot; at the same time.  Good call BB. [[User:Hatfarm|Hatfarm]] 02:16, 12 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Hatfarm&amp;diff=28235</id>
		<title>User:Hatfarm</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Hatfarm&amp;diff=28235"/>
		<updated>2010-06-08T20:24:11Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creator of the [http://www.stonepool.com/xcom/ X-Com Hack] saved game editor.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=28224</id>
		<title>Talk:GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=28224"/>
		<updated>2010-06-05T22:45:51Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Difficulty patch information wrong? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just remembered something: Some bitmaps are stored in the executable. I think one such bitmap belongs to the Geoscape side bar. If the offsets for this can be located in the executable, you should be able to sign it off as an irrelevant section if you&#039;re hunting for particular variables in the executable. &lt;br /&gt;
&lt;br /&gt;
But that&#039;s the hard part. Where do you look? And what image width are we looking at? &lt;br /&gt;
&lt;br /&gt;
I once tried creating a program that took in an offset number, a line width number and how many bytes you want displayed from then on as the parameters. It would then open up one of the executables and draw the bytes on the screen as a bitmap of sorts. Kind of never got off the ground - I got distracted and now a year has passed and all my programming knowledge has gone into a vegetative state. I wonder if a program like this would be useful in locating tables or images in the file? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Geoscape side bar? Isn&#039;t that in [[GEOBORD.SCR]]?&lt;br /&gt;
&lt;br /&gt;
Regardless, something to mask out known offsets in the file would certainly come in handy.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:41, 21 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
&lt;br /&gt;
This page is going to get rather long if we explain in detail all of the offsets here. I don&#039;t know if we should merge the Alien stats to the [[Alien Stats]] page or make a new page for it?&lt;br /&gt;
&lt;br /&gt;
Also technically the Weapon stats are stored in Tactical so probably should be put on that page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found some other offsets and if I keep digging I&#039;m sure I&#039;ll find more. See my talk page for a mock-up of what I&#039;m thinking for the format. [[User:Pi Masta|Pi Masta]] 15:21, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Well, in terms of length, it is (or is going to be) much like other game files: lots and lots of offsets, and their descriptions.  It&#039;s not a page a casual player is going to reference.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:56, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Added the Detection Range offsets that Seb76 found. By the way fwiw my view is that only technically minded people will be looking at the wiki entry for a game save file so it&#039;s ok to fill this page with a lot of offsets. [[User:Spike|Spike]] 16:13, 9 March 2008 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Well then, if you don&#039;t mind about huge posts, I guess it is a good place to put some stuff I discovered with static dissassembly of the executable [before my hard drive burns down ;)], some info may already be known (gold edition, sorry about the crude format...):&lt;br /&gt;
&lt;br /&gt;
===Damage modifiers===&lt;br /&gt;
 .data:0046DE74 damageModifierIncendiary dw 64h,64h,50h, 0,28h,46h,46h,64h, 0,50h,0AAh,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DE74                                         ; DATA XREF: sub_429CA0+2B�r&lt;br /&gt;
 .data:0046DE74                                         ; sub_429CA0+132�r ...&lt;br /&gt;
 .data:0046DE90 damageModifierHE dw 64h,64h,64h,64h,4Bh,64h,64h,64h,82h,64h,64h,50h,3Ch,50h; 0&lt;br /&gt;
 .data:0046DEAC damageModifierLaser dw 64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,96h,64h,46h; 0&lt;br /&gt;
 .data:0046DEC8 damageModifierPlasma dw 64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,50h,64h,46h; 0&lt;br /&gt;
 .data:0046DEE4 damageModifierStun dw 64h,64h,5Ah,50h,64h,64h,50h,64h,64h,5Ah,64h,64h,64h, 0; 0&lt;br /&gt;
 .data:0046DF00 damageModifierMelee dw 64h,78h,64h,64h,5Ah,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DF1C damageModifierAcidSpit dw 64h,0A0h,6Eh,64h,28h,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
&lt;br /&gt;
===HWP weapons data===&lt;br /&gt;
 .data:0046D57C builtinWeaponStats structBuiltinWeaponStats &amp;lt;0, 4, 3Ch, 3Ch, 21h, 0, 0, 5Ah, 50h, 0&amp;gt;; 0&lt;br /&gt;
 .data:0046D57C                                         ; DATA XREF: sub_403350+99�r&lt;br /&gt;
 .data:0046D57C                                         ; sub_40FF70+105�r ...&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;2, 0Ch, 55h, 37h, 2Dh, 0, 0, 73h, 4Bh, 0&amp;gt;; 1&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;3, 11h, 6Eh, 32h, 21h, 0, 0, 55h, 4Bh, 0&amp;gt;; 2&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;4, 24h, 6Eh, 56h, 1Eh, 0, 0, 64h, 3Ch, 0&amp;gt;; 3&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;2, 28h, 8Ch, 0, 0, 0, 0, 78h, 50h, 1&amp;gt;; 4&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;7, 26h, 8Ch, 4Bh, 1Eh, 0, 0, 6Eh, 3Ch, 0&amp;gt;; 5&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;4, 22h, 82h, 4Bh, 1Eh, 0, 0, 6Eh, 3Ch, 0&amp;gt;; 6&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;3, 22h, 64h, 4Bh, 1Eh, 32h, 23h, 6Eh, 3Ch, 0&amp;gt;; 7&lt;br /&gt;
The structure is:&lt;br /&gt;
 00000000 structBuiltinWeaponStats struc ; (sizeof=0x14)&lt;br /&gt;
 00000000 damageType dw ?&lt;br /&gt;
 00000002 ammoType dw ?&lt;br /&gt;
 00000004 damage dw ?&lt;br /&gt;
 00000006 snapshotAcc dw ?&lt;br /&gt;
 00000008 snapshotTU dw ?&lt;br /&gt;
 0000000A autoshotAcc dw ?&lt;br /&gt;
 0000000C autoshotTU dw ?&lt;br /&gt;
 0000000E aimshotAcc dw ?&lt;br /&gt;
 00000010 aimshotTU dw ?&lt;br /&gt;
 00000012 blasterEffect dw ?&lt;br /&gt;
 00000014 structBuiltinWeaponStats ends&lt;br /&gt;
&lt;br /&gt;
===Funding countries borders polylines===&lt;br /&gt;
 .data:00474AD4 GeoBordersData dw 0FFFFh                ; DATA XREF: GeoDrawBorders+3�r&lt;br /&gt;
 .data:00474AD4                                         ; GeoDrawBorders+C�o&lt;br /&gt;
 .data:00474AD6 dw 221h&lt;br /&gt;
 .data:00474AD8 dw 0FF43h&lt;br /&gt;
 .data:00474ADA dw 238h&lt;br /&gt;
 .data:00474ADC dw 0FF3Dh&lt;br /&gt;
 .data:00474ADE dw 22Ch&lt;br /&gt;
 .data:00474AE0 dw 0FF28h&lt;br /&gt;
 .data:00474AE2 dw 233h&lt;br /&gt;
 .data:00474AE4 dw 0FF1Fh&lt;br /&gt;
 .data:00474AE6 dw 236h&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008AE00..0x0008B00F.&amp;lt;br&amp;gt;&lt;br /&gt;
use: rivers instead of country borders.&amp;lt;br&amp;gt;&lt;br /&gt;
data: lon,lat,lon,lat.. streams, Flags: lon = -1(NewLine), lon = -2(EndOfSection).&lt;br /&gt;
&lt;br /&gt;
===Funding countries names coordinates===&lt;br /&gt;
 .data:00474DF8 GeoCountryNamesData dw 280h             ; DATA XREF: GeoDrawCountryNames+6�o&lt;br /&gt;
 .data:00474DFA dw 0FF40h&lt;br /&gt;
 .data:00474DFC dw 263h&lt;br /&gt;
 .data:00474DFE dw 0B30h&lt;br /&gt;
 .data:00474E00 dw 0FE53h&lt;br /&gt;
 .data:00474E02 dw 25Ch&lt;br /&gt;
 .data:00474E04 dw 0B2Ch&lt;br /&gt;
 .data:00474E06 dw 0FEABh&lt;br /&gt;
 .data:00474E08 dw 260h&lt;br /&gt;
 .data:00474E0A dw 14h&lt;br /&gt;
 .data:00474E0C dw 0FE8Ch&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008B010..0x0008B06F. ((16*2)*3:lon,lat,Nid)&lt;br /&gt;
&lt;br /&gt;
===Craft type data===&lt;br /&gt;
 .data:0046F9A8                                         ; DATA XREF: sub_432B90+1C�r&lt;br /&gt;
 .data:0046F9A8                                         ; sub_436970+59�r ...&lt;br /&gt;
  craftsData &lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Ah, 65336, 0, 760, 2, 1500, 150, 4, 0, 0, 0, 0Eh, 0,\&lt;br /&gt;
 .data:0046F9A8                  3, 0&amp;gt;                  ; 0 &#039;&#039;Skyranger&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Bh, 65236, 1, 3100, 8, 30, 800, 4, 0, 0, 0, 0Ch, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 1 &#039;&#039;Lightning&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Ch, 65136, 2, 5400, 0Ah, 60, 1200, 4, 0, 0, 0, 1Ah,\&lt;br /&gt;
 .data:0046F9A8                  0, 4, 0&amp;gt;               ; 2 &#039;&#039;Avenger&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Dh, 65286, 2, 2100, 3, 1000, 100, 4, 0, 0, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 3 &#039;&#039;Interceptor&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Eh, 65286, 2, 4200, 9, 20, 500, 4, 0, 0, 0, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0&amp;gt;                     ; 4 &#039;&#039;Firestorm&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B2h, 100, 2, 2200, 0Ch, 0, 50, 5, 38h, 0C8h, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 5 &#039;&#039;Small Scout (VS)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B3h, 150, 2, 2400, 9, 0, 200, 4, 38h, 0FAh, 140078h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 6 &#039;&#039;Medium Scout (S)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B4h, 250, 2, 2700, 9, 0, 250, 4, 30h, 12Ch, 140110h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 7 &#039;&#039;Large Scout (S)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B5h, 500, 2, 4000, 8, 0, 500, 3, 30h, 1F4h, 2800B0h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 8 &#039;&#039;Abductor (M)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B6h, 500, 2, 4300, 8, 0, 500, 3, 20h, 1F4h, 2800A0h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 9 &#039;&#039;Harvester (M)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B7h, 1000, 2, 4800, 6, 0, 1200, 2, 18h, 7D0h, \&lt;br /&gt;
 .data:0046F9A8                  780150h, 0, 0, 0, 0&amp;gt;   ; 10 &#039;&#039;Terror Ship (L)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B8h, 1400, 2, 5000, 6, 0, 3000, 1, 18h, 0FA0h, \&lt;br /&gt;
 .data:0046F9A8                  8C0208h, 0, 0, 0, 0&amp;gt;   ; 11 &#039;&#039;Battleship (VL&#039;&#039;)&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B9h, 800, 2, 3200, 6, 0, 2200, 2, 18h, 0BB8h, \&lt;br /&gt;
 .data:0046F9A8                  3C0120h, 0, 0, 0, 0&amp;gt;   ; 12 &#039;&#039;Supply Ship (L)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft type known fields: (14 x 2-byte dwords per record)&lt;br /&gt;
 00000000 structCraftData struc ; (sizeof=0x1C)&lt;br /&gt;
 00000000 nameIdx dw ?&lt;br /&gt;
 00000002 scoreDestroyed dw ?                     ; base 10&lt;br /&gt;
 00000004 weaponPods dw ? &#039;&#039;always 2 for UFOs. is this used for UFOs? how?&#039;&#039;&lt;br /&gt;
 00000006 maxSpeed dw ?  &#039;&#039;in knots&#039;&#039;                 ; base 10&lt;br /&gt;
 00000008 acceleration dw ?&lt;br /&gt;
 0000000A fuelCapacity dw ?                       ; base 10&lt;br /&gt;
 0000000C damageCapacity dw ?                     ; base 10&lt;br /&gt;
 0000000E ufoSize dw ?   &lt;br /&gt;
          &#039;&#039;5 - Very Small / 4 - Small (inc. XCom) / 3 - Medium / 2 - Large / 1 - Very Large -spike&#039;&#039;&lt;br /&gt;
 00000010 ufoReload dw ? &lt;br /&gt;
          &#039;&#039;UFO only. Firing interval. Values: 56=S/MSct 48=LSct/Abd 32=Harv 24=Suppl/Terr/BS. -spike&#039;&#039;&lt;br /&gt;
 00000012 ufoUnknown dw ?  &lt;br /&gt;
          &#039;&#039;Unknown. Score related? SS=200 MS=250 LS=300 A=500 H=500 TS=2000 BS=4000 SS=3000 -spike&#039;&#039;&lt;br /&gt;
 00000014 ufoRange dw ?  &#039;&#039;alien weapon distance in km*8 -kyrub/spike&#039;&#039;&lt;br /&gt;
 00000016 ufoPower dw ?  &#039;&#039;alien weapon damage -kyrub/spike&#039;&#039;&lt;br /&gt;
 00000018 TroopSpace dw ? &#039;&#039;Troop capacity &#039;&#039;&lt;br /&gt;
 0000001A HWPSpace dw ? &#039;&#039;HWP capacity -spike&#039;&#039;&lt;br /&gt;
 0000001C structCraftData ends&lt;br /&gt;
&lt;br /&gt;
While the 9th [dword] could be UFO weapon Accuracy or even rate of fire, it seems unlikely. All the values are a multiple of 8 just like distance, so it may be related to that. That&#039;s my guess. I&#039;m sure someone like Seb would know more. --[[User:Zombie|Zombie]] 23:56, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry I didn&#039;t sign those theory guesses, I will do so now. Actually, evidence is building up that the byte at 0x10 within structCraftData is an inverse co-factor - i.e. a divisor - of the net total damage output of UFO attacks. In other words, it could well be a firing interval value such as is seen for XCom craft weapons. I have done 3-4 sets of ten tests so far (XCom craft survival-time tests, deducing UFO damage output). 1 set was for Medium Scout vs Interceptor, 2 sets were for Terror Ship vs Avenger. (I also did multiple attacker sets but those are harder to compare directly to this scenario). So far all 3 test sets are a &amp;lt;i&amp;gt;reasonably&amp;lt;/i&amp;gt; good fit for this formula:&lt;br /&gt;
&lt;br /&gt;
 UFO net damage output = &lt;br /&gt;
 &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt;Weapon power x 75% &#039;&#039;(avg of randomisation)&#039;&#039; x 2/3 &#039;&#039;(accuracy)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt; &lt;br /&gt;
  x &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt; time &#039;&#039;(in game seconds)&#039;&#039; / 0x10 offset &#039;&#039;(firing interval)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: What I want to do next is take one or both of those test scenarios, hack the 0x10 offset up or down, and see if the observed damage output varies inversely. If so, I think that will be pretty strong evidence. Even in my data, there is definitely still also some variation going on that is not fully accounted for in the formula above. As you say it is interesting the 0x10 values are all multiples of 8, suggesting distances. I will keep testing and see what I come up with! Cheers, [[User:Spike|Spike]] 06:39, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m enclined to agree with the rate of fire theory. A countdown is stored in [[CRAFT.DAT]] at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula:&lt;br /&gt;
 tmp = offset10-2*difficultyLevel&lt;br /&gt;
 nextShot = RAND(0,tmp)+tmp&lt;br /&gt;
&lt;br /&gt;
Edit: Although the attack type does not appear here, I suspect that while a missile is &amp;quot;traveling&amp;quot;, the countdown is not changed. As a result, closer ranges means higher rates of fire. [[User:Seb76|Seb76]] 07:36, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Excellent timing Seb! I was just about to start my tests. I could&#039;ve coped with the random element, since I&#039;m only measuring averages over time, but the presence of a 2nd factor (difficultyLevel), I was not expecting. It would have completely thrown my numbers. Also I might&#039;ve crashed the game since I&#039;d set offset10 to 0x08 on difficulty level Superhuman (=5?), creating a negative rate of fire! For simplicity I might do my tests on Beginner from now on, and repeat the earlier tests on Beginner. &lt;br /&gt;
&lt;br /&gt;
:It&#039;s interesting that you don&#039;t see any reference to Attack Mode. So the changing rate of fire could indeed be a &amp;quot;Space Invaders Effect&amp;quot; as you say. Perhaps the reason this is not seen for cannon fire is that cannon fire is resolved instantly, whereas missiles are plotted as objects on the map? Is there any indication that missiles and cannon are handled differently by these routines? &lt;br /&gt;
&lt;br /&gt;
:My test scenarios are probably too simplistic at the moment. But, I am sure I am seeing different rates of fire for missiles at the same range, dependent on whether they are in Standard or Cautious attack mode. I will recheck this. [[User:Spike|Spike]] 08:07, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seb, I realise your formula above for variable firing intervals, from 100%-200% of the base value, explains the 2/3 factor I found which I thought might be UFO Accuracy. The average of a 100-200% range is 1.5, and the inverse of this is 2/3. So perhaps there is no accuracy factor in UFO weapon damage at all. Possibly you just have a base damage and a base firing interval, plus a 50%-100% variation on the base damage and a 100%-200% variation on the firing interval. This would certainly match the data I have so far. &lt;br /&gt;
&lt;br /&gt;
:I have done a couple of tests of varying this offset 0x10 value and they show the right &amp;quot;sign&amp;quot;: increasing this value decreases UFO damage output over time, and decreasing this value increases UFO damage output. The effect is strong, and approximately linear, i.e. halving the value roughly doubles the damage, etc (testing on Superhuman). To quantify it more exactly I need to go back and control for Difficulty Level which I did not expect to be a variable. I&#039;m also going to control for the time taken for the UFO to close into firing range - by increasing the UFO weapon range in the tests to 70 or 75km. &lt;br /&gt;
&lt;br /&gt;
:One thing that is worrying me though is that the firing interval is random. Since I&#039;m using the firing interval of a cannon as my &amp;quot;timer&amp;quot; to measure the duration of all other events, it means I&#039;m measuring with a yardstick that randomly changes size. I have to hope that my sample sizes are large enough that the averages will dominate over the fluctuations.&lt;br /&gt;
&lt;br /&gt;
:More worrying is the idea that rate of fire varies with range (as opposed to with Attack Mode). That would be an elastic yardstick, worse than a random one. I thought I had disproved this but I need to go back and do it again, more carefully. I need to test the same weapon at the same range with different attack modes, again. I may well be guilty of building my hypothesis into my test scenario as an assumption! I will also double check the assumption that hacking the firing interval values for XCom weapons has no effect. I&#039;m pretty sure that, even if the absolute firing interval changes with range, the relative ratios of firing interval when comparing different weapons, does not change. But I&#039;ll double check. &lt;br /&gt;
&lt;br /&gt;
:In the code, do you see any evidence of cannon-type weapons being treated differenly from missile weapons? For example, do cannon rounds not &amp;quot;travel&amp;quot;? Also, do you see the same &#039;&#039;&#039;rnd (0,tmp) + tmp&#039;&#039;&#039; function being applied to the firing interval of XCom air attacks? Regards, [[User:Spike|Spike]] 14:30, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Base components data===&lt;br /&gt;
 .data:00470640 baseElements baseComponentStruct &amp;lt;249h, 300, 1, 4, 0, 0, 5&amp;gt;; 0&lt;br /&gt;
 .data:00470640                                         ; DATA XREF: BaseEditDrawSideBar_sub_432EF0+12D�r&lt;br /&gt;
 .data:00470640                                         ; BuildFacilities+74�o ...&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ah, 400, 16, 10, 1Eh, 0, 4&amp;gt;; 1&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Bh, 750, 26, 30, 0Ah, 0, 4&amp;gt;; 2&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ch, 800, 32, 35, 32h, 0, 4&amp;gt;; 3&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Dh, 500, 12, 10, 0, 0, 5&amp;gt;; 4&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Eh, 800, 25, 15, 0, 0, 4&amp;gt;; 5&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Fh, 200, 16, 5, 0, 3201F4h, 5&amp;gt;; 6&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;250h, 150, 10, 5, 0FAh, 0, 4&amp;gt;; 7&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;251h, 400, 18, 15, 0Ah, 0, 4&amp;gt;; 8&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;252h, 400, 24, 10, 0, 3C0258h, 0Ah&amp;gt;; 9&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;253h, 600, 34, 12, 0, 460384h, 0Ah&amp;gt;; 10&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;254h, 800, 34, 14, 0, 5004B0h, 0Ah&amp;gt;; 11&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;255h, 1200, 38, 15, 0, 0, 9&amp;gt;; 12&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;256h, 1300, 33, 5, 0, 0, 9&amp;gt;; 13&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;257h, 750, 24, 16, 0Ah, 0, 8&amp;gt;; 14&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;258h, 1400, 26, 30, 0, 0, 9&amp;gt;; 15&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;259h, 200, 25, 25, 1, 0, 4&amp;gt;; 16&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 baseComponentStruct struc ; (sizeof=0x10)&lt;br /&gt;
 00000000 stringId dw ?&lt;br /&gt;
 00000002 cost dw ?                               ; base 10&lt;br /&gt;
 00000004 constructionTime db ?                   ; base 10&lt;br /&gt;
 00000005 maintenance db ?                        ; base 10&lt;br /&gt;
 00000006 anonymous_4 dw ?&lt;br /&gt;
 00000008 anonymous_5 dd ?&lt;br /&gt;
 0000000C anonymous_8 dd ?&lt;br /&gt;
 00000010 baseComponentStruct ends&lt;br /&gt;
&lt;br /&gt;
===Alien missions data===&lt;br /&gt;
 (I made another post for this one in missions.dat):&lt;br /&gt;
 .data:00470E70 alienMissionData structAlienMission &amp;lt;5, 1, 0, 12Ch&amp;gt;      ; 0&lt;br /&gt;
 .data:00470E70                                         ; DATA XREF: SpawnAlienShip+10D�r&lt;br /&gt;
 .data:00470E70                                         ; UpdateAlienMissions+78�r ...&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;6, 1, 2, 104h&amp;gt;      ; 1 ;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;7, 2, 4, 12Ch&amp;gt;      ; 2 ;&lt;br /&gt;
 .data:00470E70 structAlienMission 5 dup(&amp;lt;0FFFFh, 0FFFFh, 0FFFFh, 0FFFFh&amp;gt;); 3&lt;br /&gt;
 ...&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 structAlienMission struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 ufoType dw ?&lt;br /&gt;
 00000002 numUfoToSpawn dw ?&lt;br /&gt;
 00000004 unknown dw ?&lt;br /&gt;
 00000006 timeCounter dw ?&lt;br /&gt;
 00000008 structAlienMission ends&lt;br /&gt;
&lt;br /&gt;
===Ground patches===&lt;br /&gt;
 (used to spawn locations on continents):&lt;br /&gt;
 .data:00471278 randPlaces structArea &amp;lt;640h, 0FDF8h, 0A0h, 28h&amp;gt;    ; 0&lt;br /&gt;
 .data:00471278                                         ; DATA XREF: GetRandomPositionOnContinent+2D�r&lt;br /&gt;
 .data:00471278                                         ; GetRandomPositionOnContinent+46�r ...&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FDF8h, 0F0h, 50h&amp;gt;    ; 1&lt;br /&gt;
 .data:00471278 structArea &amp;lt;8C0h, 0FE70h, 50h, 50h&amp;gt;     ; 2&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FE70h, 0A0h, 50h&amp;gt;    ; 3&lt;br /&gt;
 .data:00471278 structArea &amp;lt;820h, 0FE70h, 0A0h, 50h&amp;gt;    ; 4&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FEC0h, 0A0h, 50h&amp;gt;    ; 5&lt;br /&gt;
 .data:00471278 structArea &amp;lt;7D0h, 0FEC0h, 0B0h, 60h&amp;gt;    ; 6&lt;br /&gt;
 .data:00471278 structArea &amp;lt;870h, 0FEB0h, 0A0h, 88h&amp;gt;    ; 7&lt;br /&gt;
&lt;br /&gt;
 00000000 structArea struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 xstart dw ?&lt;br /&gt;
 00000002 ystart dw ?&lt;br /&gt;
 00000004 width dw ?&lt;br /&gt;
 00000006 height dw ?&lt;br /&gt;
 00000008 structArea ends&lt;br /&gt;
&lt;br /&gt;
===Zones sectors===&lt;br /&gt;
 (used to get the zone number for a world coordinate):&lt;br /&gt;
 .data:00474F38 geo_globe_zones structGlobeZone &amp;lt;618h, 987h, 0FDD0h, 0FE47h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00474F38                                         ; DATA XREF: GetWorldZoneFromPos+10�o&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;730h, 987h, 0FE48h, 0FF0Fh, 0&amp;gt;; 1&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;780h, 95Fh, 0FF10h, 0FFAFh, 0&amp;gt;; 2&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 0FD30h, 0FDCFh, 1&amp;gt;; 3&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 1E0h, 2D0h, 2&amp;gt;; 4&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;870h, 9D7h, 0FFB0h, 0FFFFh, 3&amp;gt;; 5&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A4Fh, 0, 77h, 3&amp;gt;; 6&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A27h, 78h, 1DFh, 3&amp;gt;; 7&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1DFh, 0FDD0h, 0FEE7h, 4&amp;gt;; 8&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 13Fh, 0FEE8h, 0FF87h, 5&amp;gt;; 9&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1B7h, 0FF88h, 0FFFFh, 5&amp;gt;; 10&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B7h, 0, 13Fh, 6&amp;gt; ; 11&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;140h, 22Fh, 0FEE8h, 0FF87h, 7&amp;gt;; 12&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 2CFh, 0FE70h, 0FEE7h, 7&amp;gt;; 13&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FEE8h, 0FFD7h, 7&amp;gt;; 14&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;2D0h, 347h, 0FE70h, 4Fh, 8&amp;gt;; 15&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 4AFh, 0FE70h, 0FFD7h, 8&amp;gt;; 16&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 59Fh, 0FDD0h, 0FE6Fh, 9&amp;gt;; 17&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 59Fh, 0FFD8h, 18Fh, 0Ah&amp;gt;; 18&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 617h, 0FDD0h, 0FE47h, 0Bh&amp;gt;; 19&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 72Fh, 0FE48h, 0FF0Fh, 0Bh&amp;gt;; 20&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 77Fh, 0FF10h, 0FFAFh, 0Bh&amp;gt;; 21&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 86Fh, 0FFB0h, 0FFFFh, 0Bh&amp;gt;; 22&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 897h, 0, 1DFh, 0Bh&amp;gt;; 23&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;4B0h, 59Fh, 0FE70h, 0FFD7h, 0Bh&amp;gt;; 24&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;988h, 0A77h, 0FDD0h, 0FF0Fh, 0Ch&amp;gt;; 25&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;960h, 0A77h, 0FF10h, 0FFAFh, 0Ch&amp;gt;; 26&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;9D8h, 0A77h, 0FFB0h, 0FFFFh, 0Ch&amp;gt;; 27&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A50h, 27h, 0, 77h, 0Dh&amp;gt;; 28&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A28h, 27h, 78h, 1DFh, 0Dh&amp;gt;; 29&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B8h, 140h, 1DFh, 0Dh&amp;gt;; 30&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 22Fh, 0FF88h, 4Fh, 0Eh&amp;gt;; 31&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FFD8h, 4Fh, 0Eh&amp;gt;; 32&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 347h, 50h, 1DFh, 0Eh&amp;gt;; 33&lt;br /&gt;
&lt;br /&gt;
Same for country zones:&lt;br /&gt;
 .data:00475090 geo_glob_country_zones structGlobeZone &amp;lt;758h, 7F8h, 0FE78h, 0FF00h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00475090                                         ; DATA XREF: GetCountryFromPos+11�o&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;7F8h, 8ACh, 0FE78h, 0FF18h, 0&amp;gt;; 1&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;820h, 848h, 0FF18h, 0FF30h, 0&amp;gt;; 2&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8A8h, 8C0h, 0FF00h, 0FF38h, 0&amp;gt;; 3&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8ACh, 8F0h, 0FEA0h, 0FF00h, 0&amp;gt;; 4&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8F0h, 924h, 0FE94h, 0FEC0h, 0&amp;gt;; 5&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0F0h, 190h, 0FDD0h, 0FE98h, 1&amp;gt;; 6&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0C0h, 0F0h, 0FE20h, 0FEB0h, 1&amp;gt;; 7&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;190h, 258h, 0FD98h, 0FEC0h, 1&amp;gt;; 8&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;258h, 528h, 0FD80h, 0FE70h, 1&amp;gt;; 9&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;528h, 550h, 0FDD0h, 0FE28h, 1&amp;gt;; 10&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B00h, 10h, 0FE20h, 0FE70h, 2&amp;gt;; 11&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B18h, 38h, 0FE70h, 0FEA8h, 3&amp;gt;; 12&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;30h, 78h, 0FE48h, 0FE84h, 4&amp;gt;; 13&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;38h, 78h, 0FE8Ch, 0FEA8h, 5&amp;gt;; 14&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;58h, 90h, 0FEA8h, 0FED8h, 5&amp;gt;; 15&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Dot color data for LOC.DAT entries===&lt;br /&gt;
 shawn on world map (can&#039;t think of a better name...):&lt;br /&gt;
 .data:00475202 locationColor dw 0, 0Dh, 0Bh, 9, 1, 5, 7, 3           ; 0&lt;br /&gt;
 .data:00475202                                         ; DATA XREF: geoDrawLocations+ED�r&lt;br /&gt;
&lt;br /&gt;
Just after that are data describing the mask for drawing the location (I don&#039;t remember the format, but it shouldn&#039;t be something too complicated to decypher)&lt;br /&gt;
&lt;br /&gt;
===Flare pattern===&lt;br /&gt;
 (tactical mode):&lt;br /&gt;
 .data:0046C558 flarePattern db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 0&lt;br /&gt;
 .data:0046C558                                         ; DATA XREF: LightmapAddFlarePattern+7�o&lt;br /&gt;
 .data:0046C558                                         ; LightmapAddFlarePattern+19�o&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 31&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 62&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h; 93&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h; 124&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Ah, 0Ah, 0Ah, 0Ah, 0Ah, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h; 155&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 0Ah, 9, 9, 9, 9, 9, 0Ah, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h; 186&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 9, 9, 8, 8, 8, 8, 8, 9, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h; 217&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 10h, 10h; 248&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Eh, 0Fh, 10h; 279&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 0Ah, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 310&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 341&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh; 372&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 403&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 434&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 465&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 496&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 527&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh; 558&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 589&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 0Ah, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 620&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Eh, 0Fh, 10h; 651&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 10h, 10h; 682&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 9, 9, 8, 8, 8, 8, 8, 9, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h; 713&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 0Ah, 9, 9, 9, 9, 9, 0Ah, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h; 744&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Ah, 0Ah, 0Ah, 0Ah, 0Ah, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h; 775&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h; 806&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h; 837&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 868&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 899&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 930&lt;br /&gt;
&lt;br /&gt;
Sorry for the big post and the raw format... [[User:Seb76|Seb76]] 13:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Construction costs for access lifts:&lt;br /&gt;
 .data:0046E69C basePrice dd 800000, 950000, 900000, 600000, 1000000, 650000, 550000, 500000, 750000; 0&lt;br /&gt;
 .data:0046E69C dd 800000, 750000, 600000, 3 dup(500000); 9&lt;br /&gt;
[[User:Seb76|Seb76]] 11:01, 16 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft weapon stats ===&lt;br /&gt;
&lt;br /&gt;
I guess the craft weapon stats could be in here too?&lt;br /&gt;
as far I can see these are at 353378 (plain 1.4), 18 bytes, 9x2 byte:&amp;lt;BR&amp;gt;&lt;br /&gt;
index/range/acc/dmg/??/time/no of ammo/??/ammo&amp;lt;BR&amp;gt;&lt;br /&gt;
--[[User:Emphyrio|Emphyrio]] 15:25, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the WinCE version (unpatched) the craft weapon stats start at offset 0x6fb18. Or search for this signature:&lt;br /&gt;
&lt;br /&gt;
 40 02 1e 00 46 00 46 00 01 00 0f 00 06 00 01 00 06 00 &lt;br /&gt;
&lt;br /&gt;
Fields are:&lt;br /&gt;
 Index - Range (km) - Hit% - Damage - ?X? - reload time - ammo cap - ?Y? - ammo type&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Y&lt;br /&gt;
 Stingray  1  1&lt;br /&gt;
 Avalanche 3  1&lt;br /&gt;
 Cannon    8  100&lt;br /&gt;
 FBL       5  1&lt;br /&gt;
 Laser C   10 50&lt;br /&gt;
 Plasma C  12 50 &lt;br /&gt;
 &lt;br /&gt;
I would speculate that value &amp;quot;Y&amp;quot; is the re-arming rate on the ground. I think this data differs slighly from what is stated at [[Rearming]] so it might be worth double checking that. &lt;br /&gt;
&lt;br /&gt;
Value &amp;quot;X&amp;quot; could be a bitmask, an index to a sound effect, or just about anything. It&#039;s possible the lowest bit is a flag that is set for a missile weapon, unset for a cannon-type weapon.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:43, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;reload time&amp;quot; value (as it is called in the in-game UFOPaedia) does not seem to be used by the executable. Instead, hard coded values are used. See [[UFO Interception#Observed Rates of Fire|Observed Rates of Fire]]. [[User:Spike|Spike]] 20:31, 13 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I checked and the rearming rates in the wiki article are correct, i.e. 100 rds per hour for all Cannon types. Maybe this &amp;quot;Y&amp;quot; data was intended as the rearming rate but is unused? The next step would be to hack the &amp;quot;Y&amp;quot; values and look for any effect. It would also be interesting to hack the low bit of the &amp;quot;X&amp;quot; value and see if that has any effect, such as controlling the missile weapon firing interval behaviour (RoF changes based on attack mode), or sound effect. &lt;br /&gt;
&lt;br /&gt;
Here is X as a bitmask&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask&lt;br /&gt;
 Stingray  1  00000001&lt;br /&gt;
 Avalanche 3  00000011&lt;br /&gt;
 FBL       5  00000101&lt;br /&gt;
 Cannon    8  00001000&lt;br /&gt;
 Laser C   10 00001010&lt;br /&gt;
 Plasma C  12 00001100 &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:18, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually it looks like the low order 3 bits are just a sequence/ID number (ascending damage?). The next higher bit is launched (0) vs cannon (1).&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask  Seq Cannon?&lt;br /&gt;
 Cannon    8  00001000 0   1&lt;br /&gt;
 Stingray  1  00000001 1   0&lt;br /&gt;
 Laser C   10 00001010 2   1&lt;br /&gt;
 Avalanche 3  00000011 3   0&lt;br /&gt;
 Plasma C  12 00001100 4   1&lt;br /&gt;
 FBL       5  00000101 5   0&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:49, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing stats? ===&lt;br /&gt;
&lt;br /&gt;
Has someone worked out the manufacturing stats at offset &amp;lt;s&amp;gt;355596&amp;lt;/s&amp;gt; 355600 (vanilla 1.4)??&lt;br /&gt;
As far as I can see it looks like 35 records of 18 bytes&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
:See the [[PRODUCT.DAT]] page. --[[User:Zombie|Zombie]] 16:25, 24 February 2009 (CST)&lt;br /&gt;
:: ok, this is actually is a useful bit of information, I &amp;lt;s&amp;gt;would&amp;lt;/s&amp;gt; have put it in the article.. --[[User:Emphyrio|Emphyrio]] 07:06, 25 February 2009 (CST)&lt;br /&gt;
:Good deal. I also added a note to the top of [[PRODUCT.DAT]] (and linked the [[Manufacturing_Profitability]] to PRODUCT.DAT - that should&#039;ve been there, too). -[[User:MikeTheRed|MikeTheRed]] 11:17, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Bundles==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Complete Package&amp;quot; and such versions of X-Com from Steam, interestingly enough, include both versions of the game, at least .exe wise. The one that runs when you just launch from the Steam menu is the original European version, 1.2, so I wonder exactly why they included the other version. -[[User:Elliotw2|Elliotw2]] 2009-01-15 18:01:37&lt;br /&gt;
&lt;br /&gt;
:Hiya Elliotw2! I wasn&#039;t watching this page&#039;s Talk page before, but I am now.&lt;br /&gt;
:As for the various versions, I dusted off some 10 y.o. DOS floppies a few years ago. They still worked, and I ran with it (U.S. DOS v. 1.4). Although I&#039;ve read a lot about the other versions on this wiki, I&#039;ll let the other vets here address what you just said (smile). I personally would have chosen the U.S. version... Vets, why would they have both versions in the bundle, but make the default be the European version?&lt;br /&gt;
:Elliotw2, please leave a mini-review (or repeat what you just said) at [[GEOSCAPE.EXE#X-COM_Complete_Packages]] (see my new &amp;quot;mini-review&amp;quot; format request there). Sorry for the mess, newcomers - especially having this tucked away under GEOSCAPE, but it makes sense to us grognards. As always, we will change and grow as needed, and &amp;quot;us&amp;quot; easily includes &amp;quot;you&amp;quot;. For now, we&#039;re just trying to make sure that newcomers can find what they need here, and that there&#039;s a place for info on the Complete Packages to be voiced.&lt;br /&gt;
:-[[User:MikeTheRed|MikeTheRed]] 03:49, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty patch information wrong? ==&lt;br /&gt;
&lt;br /&gt;
It appears that the information for patching the difficulty is wrong on this page.&lt;br /&gt;
&lt;br /&gt;
I have what I believe is the US version of XCOM 1.4, and I patched the file as per the data given for 1.4, and yet it still created a 60-byte IGLOB.DAT file.  Further, DOSBOX complained of illegal memory accesses after the patch (which it did not do before).&lt;br /&gt;
&lt;br /&gt;
33ea0819e6888f0450f9a1e5e19dc98b *GEOSCAPE.EXE (binary MD5SUM -- file is 382,957 bytes, created 1995-02-28 @ 10:24 PM)&lt;br /&gt;
&lt;br /&gt;
There actually was a 60 byte (0x3c) at the location given, but I have a feeling it was something other than the size_t in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:If you search for: &lt;br /&gt;
&amp;lt;pre&amp;gt;3C 00 00 00 57 2B C9 49&amp;lt;/pre&amp;gt; &lt;br /&gt;
:you will fined the iglob.dat length for all versions of UFO. --[[User:BladeFireLight|BladeFireLight]] 19:45, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, that was my fault, I just put the same value as was in 1.0.  It&#039;s corrected now.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 18:45, 5 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=28223</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=28223"/>
		<updated>2010-06-05T22:43:31Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* XCOM: UFO Defense DOS Versions, difficulty setting bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #5 by niffiwan==&lt;br /&gt;
&lt;br /&gt;
I purchased the complete package from GamersGate.  As Diegoba said above, the installer took care of everything.  The &amp;quot;default&amp;quot; version (i.e. the one that the created icon launches) seems to be DOS 1.4 (running inside Dosbox 0.72) which doesn&#039;t seem to match with what elliotw2 found.  I say 1.4 because the filesize of geoscape.exe is 382,957 bytes.  The readme.txt included in the base XCOM dir says version 1.2?&lt;br /&gt;
&lt;br /&gt;
Anyway, they have also included the Win CE version as they have the following two executables as well, &#039;UFO Defense.exe&#039; and &#039;UFO Defense_Patched.exe&#039;.  The 1st doesn&#039;t seem to work properly on my PC with the intro &amp;amp; menu graphics being garbled but the 2nd seems to work OK (but I haven&#039;t tested further than checking that the &#039;load game&#039; window displays correctly).&lt;br /&gt;
&lt;br /&gt;
&#039;UFO Defense_Patched.exe&#039; is 6,144 bytes &amp;amp; I&#039;d guess that it&#039;s just some sort of wrapper for &#039;UFO Defense.exe&#039;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played a fair bit of the way through a &amp;quot;superhuman&amp;quot; game (which given the version I&#039;ve now found is really &amp;quot;beginner&amp;quot;) and it all seems to work as expected.  No hassles with the install or configuration.  Everything seems to match what the wiki says.  Unlike wfames the Psi skill seems to be increasing normally for the soldiers in my game.  --[[User:Niffiwan|Niffiwan]] 06:06, 15 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Note on x_patched.exe===&lt;br /&gt;
&lt;br /&gt;
The patched EXE found in many of the packages is f0ders XCLoader.exe. This is a wrapper that patches in memory the way the games interact with Direct X. This resolves corrupt graphics.  --[[User:BladeFireLight|BladeFireLight]] 18:05, 15 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, you change the value from 60 (0x3C) to 64 (0x40).  Below are the offsets so you can fix them in your game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;95676  (0x175BC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Hatfarm&amp;diff=28222</id>
		<title>User:Hatfarm</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Hatfarm&amp;diff=28222"/>
		<updated>2010-06-05T22:27:35Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: New page: Creator of the [http://www.stonepool..com/xcom/ X-Com Hack] saved game editor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creator of the [http://www.stonepool..com/xcom/ X-Com Hack] saved game editor.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=28221</id>
		<title>Talk:GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=28221"/>
		<updated>2010-06-05T22:24:03Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Difficulty patch information wrong? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just remembered something: Some bitmaps are stored in the executable. I think one such bitmap belongs to the Geoscape side bar. If the offsets for this can be located in the executable, you should be able to sign it off as an irrelevant section if you&#039;re hunting for particular variables in the executable. &lt;br /&gt;
&lt;br /&gt;
But that&#039;s the hard part. Where do you look? And what image width are we looking at? &lt;br /&gt;
&lt;br /&gt;
I once tried creating a program that took in an offset number, a line width number and how many bytes you want displayed from then on as the parameters. It would then open up one of the executables and draw the bytes on the screen as a bitmap of sorts. Kind of never got off the ground - I got distracted and now a year has passed and all my programming knowledge has gone into a vegetative state. I wonder if a program like this would be useful in locating tables or images in the file? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Geoscape side bar? Isn&#039;t that in [[GEOBORD.SCR]]?&lt;br /&gt;
&lt;br /&gt;
Regardless, something to mask out known offsets in the file would certainly come in handy.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:41, 21 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
&lt;br /&gt;
This page is going to get rather long if we explain in detail all of the offsets here. I don&#039;t know if we should merge the Alien stats to the [[Alien Stats]] page or make a new page for it?&lt;br /&gt;
&lt;br /&gt;
Also technically the Weapon stats are stored in Tactical so probably should be put on that page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found some other offsets and if I keep digging I&#039;m sure I&#039;ll find more. See my talk page for a mock-up of what I&#039;m thinking for the format. [[User:Pi Masta|Pi Masta]] 15:21, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Well, in terms of length, it is (or is going to be) much like other game files: lots and lots of offsets, and their descriptions.  It&#039;s not a page a casual player is going to reference.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:56, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Added the Detection Range offsets that Seb76 found. By the way fwiw my view is that only technically minded people will be looking at the wiki entry for a game save file so it&#039;s ok to fill this page with a lot of offsets. [[User:Spike|Spike]] 16:13, 9 March 2008 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Well then, if you don&#039;t mind about huge posts, I guess it is a good place to put some stuff I discovered with static dissassembly of the executable [before my hard drive burns down ;)], some info may already be known (gold edition, sorry about the crude format...):&lt;br /&gt;
&lt;br /&gt;
===Damage modifiers===&lt;br /&gt;
 .data:0046DE74 damageModifierIncendiary dw 64h,64h,50h, 0,28h,46h,46h,64h, 0,50h,0AAh,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DE74                                         ; DATA XREF: sub_429CA0+2B�r&lt;br /&gt;
 .data:0046DE74                                         ; sub_429CA0+132�r ...&lt;br /&gt;
 .data:0046DE90 damageModifierHE dw 64h,64h,64h,64h,4Bh,64h,64h,64h,82h,64h,64h,50h,3Ch,50h; 0&lt;br /&gt;
 .data:0046DEAC damageModifierLaser dw 64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,96h,64h,46h; 0&lt;br /&gt;
 .data:0046DEC8 damageModifierPlasma dw 64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,50h,64h,46h; 0&lt;br /&gt;
 .data:0046DEE4 damageModifierStun dw 64h,64h,5Ah,50h,64h,64h,50h,64h,64h,5Ah,64h,64h,64h, 0; 0&lt;br /&gt;
 .data:0046DF00 damageModifierMelee dw 64h,78h,64h,64h,5Ah,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DF1C damageModifierAcidSpit dw 64h,0A0h,6Eh,64h,28h,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
&lt;br /&gt;
===HWP weapons data===&lt;br /&gt;
 .data:0046D57C builtinWeaponStats structBuiltinWeaponStats &amp;lt;0, 4, 3Ch, 3Ch, 21h, 0, 0, 5Ah, 50h, 0&amp;gt;; 0&lt;br /&gt;
 .data:0046D57C                                         ; DATA XREF: sub_403350+99�r&lt;br /&gt;
 .data:0046D57C                                         ; sub_40FF70+105�r ...&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;2, 0Ch, 55h, 37h, 2Dh, 0, 0, 73h, 4Bh, 0&amp;gt;; 1&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;3, 11h, 6Eh, 32h, 21h, 0, 0, 55h, 4Bh, 0&amp;gt;; 2&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;4, 24h, 6Eh, 56h, 1Eh, 0, 0, 64h, 3Ch, 0&amp;gt;; 3&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;2, 28h, 8Ch, 0, 0, 0, 0, 78h, 50h, 1&amp;gt;; 4&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;7, 26h, 8Ch, 4Bh, 1Eh, 0, 0, 6Eh, 3Ch, 0&amp;gt;; 5&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;4, 22h, 82h, 4Bh, 1Eh, 0, 0, 6Eh, 3Ch, 0&amp;gt;; 6&lt;br /&gt;
 .data:0046D57C structBuiltinWeaponStats &amp;lt;3, 22h, 64h, 4Bh, 1Eh, 32h, 23h, 6Eh, 3Ch, 0&amp;gt;; 7&lt;br /&gt;
The structure is:&lt;br /&gt;
 00000000 structBuiltinWeaponStats struc ; (sizeof=0x14)&lt;br /&gt;
 00000000 damageType dw ?&lt;br /&gt;
 00000002 ammoType dw ?&lt;br /&gt;
 00000004 damage dw ?&lt;br /&gt;
 00000006 snapshotAcc dw ?&lt;br /&gt;
 00000008 snapshotTU dw ?&lt;br /&gt;
 0000000A autoshotAcc dw ?&lt;br /&gt;
 0000000C autoshotTU dw ?&lt;br /&gt;
 0000000E aimshotAcc dw ?&lt;br /&gt;
 00000010 aimshotTU dw ?&lt;br /&gt;
 00000012 blasterEffect dw ?&lt;br /&gt;
 00000014 structBuiltinWeaponStats ends&lt;br /&gt;
&lt;br /&gt;
===Funding countries borders polylines===&lt;br /&gt;
 .data:00474AD4 GeoBordersData dw 0FFFFh                ; DATA XREF: GeoDrawBorders+3�r&lt;br /&gt;
 .data:00474AD4                                         ; GeoDrawBorders+C�o&lt;br /&gt;
 .data:00474AD6 dw 221h&lt;br /&gt;
 .data:00474AD8 dw 0FF43h&lt;br /&gt;
 .data:00474ADA dw 238h&lt;br /&gt;
 .data:00474ADC dw 0FF3Dh&lt;br /&gt;
 .data:00474ADE dw 22Ch&lt;br /&gt;
 .data:00474AE0 dw 0FF28h&lt;br /&gt;
 .data:00474AE2 dw 233h&lt;br /&gt;
 .data:00474AE4 dw 0FF1Fh&lt;br /&gt;
 .data:00474AE6 dw 236h&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008AE00..0x0008B00F.&amp;lt;br&amp;gt;&lt;br /&gt;
use: rivers instead of country borders.&amp;lt;br&amp;gt;&lt;br /&gt;
data: lon,lat,lon,lat.. streams, Flags: lon = -1(NewLine), lon = -2(EndOfSection).&lt;br /&gt;
&lt;br /&gt;
===Funding countries names coordinates===&lt;br /&gt;
 .data:00474DF8 GeoCountryNamesData dw 280h             ; DATA XREF: GeoDrawCountryNames+6�o&lt;br /&gt;
 .data:00474DFA dw 0FF40h&lt;br /&gt;
 .data:00474DFC dw 263h&lt;br /&gt;
 .data:00474DFE dw 0B30h&lt;br /&gt;
 .data:00474E00 dw 0FE53h&lt;br /&gt;
 .data:00474E02 dw 25Ch&lt;br /&gt;
 .data:00474E04 dw 0B2Ch&lt;br /&gt;
 .data:00474E06 dw 0FEABh&lt;br /&gt;
 .data:00474E08 dw 260h&lt;br /&gt;
 .data:00474E0A dw 14h&lt;br /&gt;
 .data:00474E0C dw 0FE8Ch&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008B010..0x0008B06F. ((16*2)*3:lon,lat,Nid)&lt;br /&gt;
&lt;br /&gt;
===Craft type data===&lt;br /&gt;
 .data:0046F9A8                                         ; DATA XREF: sub_432B90+1C�r&lt;br /&gt;
 .data:0046F9A8                                         ; sub_436970+59�r ...&lt;br /&gt;
  craftsData &lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Ah, 65336, 0, 760, 2, 1500, 150, 4, 0, 0, 0, 0Eh, 0,\&lt;br /&gt;
 .data:0046F9A8                  3, 0&amp;gt;                  ; 0 &#039;&#039;Skyranger&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Bh, 65236, 1, 3100, 8, 30, 800, 4, 0, 0, 0, 0Ch, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 1 &#039;&#039;Lightning&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Ch, 65136, 2, 5400, 0Ah, 60, 1200, 4, 0, 0, 0, 1Ah,\&lt;br /&gt;
 .data:0046F9A8                  0, 4, 0&amp;gt;               ; 2 &#039;&#039;Avenger&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Dh, 65286, 2, 2100, 3, 1000, 100, 4, 0, 0, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 3 &#039;&#039;Interceptor&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;23Eh, 65286, 2, 4200, 9, 20, 500, 4, 0, 0, 0, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0&amp;gt;                     ; 4 &#039;&#039;Firestorm&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B2h, 100, 2, 2200, 0Ch, 0, 50, 5, 38h, 0C8h, 0, 0, 0,\&lt;br /&gt;
 .data:0046F9A8                  0, 0&amp;gt;                  ; 5 &#039;&#039;Small Scout (VS)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B3h, 150, 2, 2400, 9, 0, 200, 4, 38h, 0FAh, 140078h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 6 &#039;&#039;Medium Scout (S)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B4h, 250, 2, 2700, 9, 0, 250, 4, 30h, 12Ch, 140110h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 7 &#039;&#039;Large Scout (S)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B5h, 500, 2, 4000, 8, 0, 500, 3, 30h, 1F4h, 2800B0h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 8 &#039;&#039;Abductor (M)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B6h, 500, 2, 4300, 8, 0, 500, 3, 20h, 1F4h, 2800A0h,\&lt;br /&gt;
 .data:0046F9A8                  0, 0, 0, 0&amp;gt;            ; 9 &#039;&#039;Harvester (M)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B7h, 1000, 2, 4800, 6, 0, 1200, 2, 18h, 7D0h, \&lt;br /&gt;
 .data:0046F9A8                  780150h, 0, 0, 0, 0&amp;gt;   ; 10 &#039;&#039;Terror Ship (L)&#039;&#039;&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B8h, 1400, 2, 5000, 6, 0, 3000, 1, 18h, 0FA0h, \&lt;br /&gt;
 .data:0046F9A8                  8C0208h, 0, 0, 0, 0&amp;gt;   ; 11 &#039;&#039;Battleship (VL&#039;&#039;)&lt;br /&gt;
 .data:0046F9A8 structCraftData &amp;lt;2B9h, 800, 2, 3200, 6, 0, 2200, 2, 18h, 0BB8h, \&lt;br /&gt;
 .data:0046F9A8                  3C0120h, 0, 0, 0, 0&amp;gt;   ; 12 &#039;&#039;Supply Ship (L)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft type known fields: (14 x 2-byte dwords per record)&lt;br /&gt;
 00000000 structCraftData struc ; (sizeof=0x1C)&lt;br /&gt;
 00000000 nameIdx dw ?&lt;br /&gt;
 00000002 scoreDestroyed dw ?                     ; base 10&lt;br /&gt;
 00000004 weaponPods dw ? &#039;&#039;always 2 for UFOs. is this used for UFOs? how?&#039;&#039;&lt;br /&gt;
 00000006 maxSpeed dw ?  &#039;&#039;in knots&#039;&#039;                 ; base 10&lt;br /&gt;
 00000008 acceleration dw ?&lt;br /&gt;
 0000000A fuelCapacity dw ?                       ; base 10&lt;br /&gt;
 0000000C damageCapacity dw ?                     ; base 10&lt;br /&gt;
 0000000E ufoSize dw ?   &lt;br /&gt;
          &#039;&#039;5 - Very Small / 4 - Small (inc. XCom) / 3 - Medium / 2 - Large / 1 - Very Large -spike&#039;&#039;&lt;br /&gt;
 00000010 ufoReload dw ? &lt;br /&gt;
          &#039;&#039;UFO only. Firing interval. Values: 56=S/MSct 48=LSct/Abd 32=Harv 24=Suppl/Terr/BS. -spike&#039;&#039;&lt;br /&gt;
 00000012 ufoUnknown dw ?  &lt;br /&gt;
          &#039;&#039;Unknown. Score related? SS=200 MS=250 LS=300 A=500 H=500 TS=2000 BS=4000 SS=3000 -spike&#039;&#039;&lt;br /&gt;
 00000014 ufoRange dw ?  &#039;&#039;alien weapon distance in km*8 -kyrub/spike&#039;&#039;&lt;br /&gt;
 00000016 ufoPower dw ?  &#039;&#039;alien weapon damage -kyrub/spike&#039;&#039;&lt;br /&gt;
 00000018 TroopSpace dw ? &#039;&#039;Troop capacity &#039;&#039;&lt;br /&gt;
 0000001A HWPSpace dw ? &#039;&#039;HWP capacity -spike&#039;&#039;&lt;br /&gt;
 0000001C structCraftData ends&lt;br /&gt;
&lt;br /&gt;
While the 9th [dword] could be UFO weapon Accuracy or even rate of fire, it seems unlikely. All the values are a multiple of 8 just like distance, so it may be related to that. That&#039;s my guess. I&#039;m sure someone like Seb would know more. --[[User:Zombie|Zombie]] 23:56, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry I didn&#039;t sign those theory guesses, I will do so now. Actually, evidence is building up that the byte at 0x10 within structCraftData is an inverse co-factor - i.e. a divisor - of the net total damage output of UFO attacks. In other words, it could well be a firing interval value such as is seen for XCom craft weapons. I have done 3-4 sets of ten tests so far (XCom craft survival-time tests, deducing UFO damage output). 1 set was for Medium Scout vs Interceptor, 2 sets were for Terror Ship vs Avenger. (I also did multiple attacker sets but those are harder to compare directly to this scenario). So far all 3 test sets are a &amp;lt;i&amp;gt;reasonably&amp;lt;/i&amp;gt; good fit for this formula:&lt;br /&gt;
&lt;br /&gt;
 UFO net damage output = &lt;br /&gt;
 &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt;Weapon power x 75% &#039;&#039;(avg of randomisation)&#039;&#039; x 2/3 &#039;&#039;(accuracy)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt; &lt;br /&gt;
  x &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt; time &#039;&#039;(in game seconds)&#039;&#039; / 0x10 offset &#039;&#039;(firing interval)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: What I want to do next is take one or both of those test scenarios, hack the 0x10 offset up or down, and see if the observed damage output varies inversely. If so, I think that will be pretty strong evidence. Even in my data, there is definitely still also some variation going on that is not fully accounted for in the formula above. As you say it is interesting the 0x10 values are all multiples of 8, suggesting distances. I will keep testing and see what I come up with! Cheers, [[User:Spike|Spike]] 06:39, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m enclined to agree with the rate of fire theory. A countdown is stored in [[CRAFT.DAT]] at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula:&lt;br /&gt;
 tmp = offset10-2*difficultyLevel&lt;br /&gt;
 nextShot = RAND(0,tmp)+tmp&lt;br /&gt;
&lt;br /&gt;
Edit: Although the attack type does not appear here, I suspect that while a missile is &amp;quot;traveling&amp;quot;, the countdown is not changed. As a result, closer ranges means higher rates of fire. [[User:Seb76|Seb76]] 07:36, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Excellent timing Seb! I was just about to start my tests. I could&#039;ve coped with the random element, since I&#039;m only measuring averages over time, but the presence of a 2nd factor (difficultyLevel), I was not expecting. It would have completely thrown my numbers. Also I might&#039;ve crashed the game since I&#039;d set offset10 to 0x08 on difficulty level Superhuman (=5?), creating a negative rate of fire! For simplicity I might do my tests on Beginner from now on, and repeat the earlier tests on Beginner. &lt;br /&gt;
&lt;br /&gt;
:It&#039;s interesting that you don&#039;t see any reference to Attack Mode. So the changing rate of fire could indeed be a &amp;quot;Space Invaders Effect&amp;quot; as you say. Perhaps the reason this is not seen for cannon fire is that cannon fire is resolved instantly, whereas missiles are plotted as objects on the map? Is there any indication that missiles and cannon are handled differently by these routines? &lt;br /&gt;
&lt;br /&gt;
:My test scenarios are probably too simplistic at the moment. But, I am sure I am seeing different rates of fire for missiles at the same range, dependent on whether they are in Standard or Cautious attack mode. I will recheck this. [[User:Spike|Spike]] 08:07, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seb, I realise your formula above for variable firing intervals, from 100%-200% of the base value, explains the 2/3 factor I found which I thought might be UFO Accuracy. The average of a 100-200% range is 1.5, and the inverse of this is 2/3. So perhaps there is no accuracy factor in UFO weapon damage at all. Possibly you just have a base damage and a base firing interval, plus a 50%-100% variation on the base damage and a 100%-200% variation on the firing interval. This would certainly match the data I have so far. &lt;br /&gt;
&lt;br /&gt;
:I have done a couple of tests of varying this offset 0x10 value and they show the right &amp;quot;sign&amp;quot;: increasing this value decreases UFO damage output over time, and decreasing this value increases UFO damage output. The effect is strong, and approximately linear, i.e. halving the value roughly doubles the damage, etc (testing on Superhuman). To quantify it more exactly I need to go back and control for Difficulty Level which I did not expect to be a variable. I&#039;m also going to control for the time taken for the UFO to close into firing range - by increasing the UFO weapon range in the tests to 70 or 75km. &lt;br /&gt;
&lt;br /&gt;
:One thing that is worrying me though is that the firing interval is random. Since I&#039;m using the firing interval of a cannon as my &amp;quot;timer&amp;quot; to measure the duration of all other events, it means I&#039;m measuring with a yardstick that randomly changes size. I have to hope that my sample sizes are large enough that the averages will dominate over the fluctuations.&lt;br /&gt;
&lt;br /&gt;
:More worrying is the idea that rate of fire varies with range (as opposed to with Attack Mode). That would be an elastic yardstick, worse than a random one. I thought I had disproved this but I need to go back and do it again, more carefully. I need to test the same weapon at the same range with different attack modes, again. I may well be guilty of building my hypothesis into my test scenario as an assumption! I will also double check the assumption that hacking the firing interval values for XCom weapons has no effect. I&#039;m pretty sure that, even if the absolute firing interval changes with range, the relative ratios of firing interval when comparing different weapons, does not change. But I&#039;ll double check. &lt;br /&gt;
&lt;br /&gt;
:In the code, do you see any evidence of cannon-type weapons being treated differenly from missile weapons? For example, do cannon rounds not &amp;quot;travel&amp;quot;? Also, do you see the same &#039;&#039;&#039;rnd (0,tmp) + tmp&#039;&#039;&#039; function being applied to the firing interval of XCom air attacks? Regards, [[User:Spike|Spike]] 14:30, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Base components data===&lt;br /&gt;
 .data:00470640 baseElements baseComponentStruct &amp;lt;249h, 300, 1, 4, 0, 0, 5&amp;gt;; 0&lt;br /&gt;
 .data:00470640                                         ; DATA XREF: BaseEditDrawSideBar_sub_432EF0+12D�r&lt;br /&gt;
 .data:00470640                                         ; BuildFacilities+74�o ...&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ah, 400, 16, 10, 1Eh, 0, 4&amp;gt;; 1&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Bh, 750, 26, 30, 0Ah, 0, 4&amp;gt;; 2&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ch, 800, 32, 35, 32h, 0, 4&amp;gt;; 3&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Dh, 500, 12, 10, 0, 0, 5&amp;gt;; 4&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Eh, 800, 25, 15, 0, 0, 4&amp;gt;; 5&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Fh, 200, 16, 5, 0, 3201F4h, 5&amp;gt;; 6&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;250h, 150, 10, 5, 0FAh, 0, 4&amp;gt;; 7&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;251h, 400, 18, 15, 0Ah, 0, 4&amp;gt;; 8&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;252h, 400, 24, 10, 0, 3C0258h, 0Ah&amp;gt;; 9&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;253h, 600, 34, 12, 0, 460384h, 0Ah&amp;gt;; 10&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;254h, 800, 34, 14, 0, 5004B0h, 0Ah&amp;gt;; 11&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;255h, 1200, 38, 15, 0, 0, 9&amp;gt;; 12&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;256h, 1300, 33, 5, 0, 0, 9&amp;gt;; 13&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;257h, 750, 24, 16, 0Ah, 0, 8&amp;gt;; 14&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;258h, 1400, 26, 30, 0, 0, 9&amp;gt;; 15&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;259h, 200, 25, 25, 1, 0, 4&amp;gt;; 16&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 baseComponentStruct struc ; (sizeof=0x10)&lt;br /&gt;
 00000000 stringId dw ?&lt;br /&gt;
 00000002 cost dw ?                               ; base 10&lt;br /&gt;
 00000004 constructionTime db ?                   ; base 10&lt;br /&gt;
 00000005 maintenance db ?                        ; base 10&lt;br /&gt;
 00000006 anonymous_4 dw ?&lt;br /&gt;
 00000008 anonymous_5 dd ?&lt;br /&gt;
 0000000C anonymous_8 dd ?&lt;br /&gt;
 00000010 baseComponentStruct ends&lt;br /&gt;
&lt;br /&gt;
===Alien missions data===&lt;br /&gt;
 (I made another post for this one in missions.dat):&lt;br /&gt;
 .data:00470E70 alienMissionData structAlienMission &amp;lt;5, 1, 0, 12Ch&amp;gt;      ; 0&lt;br /&gt;
 .data:00470E70                                         ; DATA XREF: SpawnAlienShip+10D�r&lt;br /&gt;
 .data:00470E70                                         ; UpdateAlienMissions+78�r ...&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;6, 1, 2, 104h&amp;gt;      ; 1 ;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;7, 2, 4, 12Ch&amp;gt;      ; 2 ;&lt;br /&gt;
 .data:00470E70 structAlienMission 5 dup(&amp;lt;0FFFFh, 0FFFFh, 0FFFFh, 0FFFFh&amp;gt;); 3&lt;br /&gt;
 ...&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 structAlienMission struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 ufoType dw ?&lt;br /&gt;
 00000002 numUfoToSpawn dw ?&lt;br /&gt;
 00000004 unknown dw ?&lt;br /&gt;
 00000006 timeCounter dw ?&lt;br /&gt;
 00000008 structAlienMission ends&lt;br /&gt;
&lt;br /&gt;
===Ground patches===&lt;br /&gt;
 (used to spawn locations on continents):&lt;br /&gt;
 .data:00471278 randPlaces structArea &amp;lt;640h, 0FDF8h, 0A0h, 28h&amp;gt;    ; 0&lt;br /&gt;
 .data:00471278                                         ; DATA XREF: GetRandomPositionOnContinent+2D�r&lt;br /&gt;
 .data:00471278                                         ; GetRandomPositionOnContinent+46�r ...&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FDF8h, 0F0h, 50h&amp;gt;    ; 1&lt;br /&gt;
 .data:00471278 structArea &amp;lt;8C0h, 0FE70h, 50h, 50h&amp;gt;     ; 2&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FE70h, 0A0h, 50h&amp;gt;    ; 3&lt;br /&gt;
 .data:00471278 structArea &amp;lt;820h, 0FE70h, 0A0h, 50h&amp;gt;    ; 4&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FEC0h, 0A0h, 50h&amp;gt;    ; 5&lt;br /&gt;
 .data:00471278 structArea &amp;lt;7D0h, 0FEC0h, 0B0h, 60h&amp;gt;    ; 6&lt;br /&gt;
 .data:00471278 structArea &amp;lt;870h, 0FEB0h, 0A0h, 88h&amp;gt;    ; 7&lt;br /&gt;
&lt;br /&gt;
 00000000 structArea struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 xstart dw ?&lt;br /&gt;
 00000002 ystart dw ?&lt;br /&gt;
 00000004 width dw ?&lt;br /&gt;
 00000006 height dw ?&lt;br /&gt;
 00000008 structArea ends&lt;br /&gt;
&lt;br /&gt;
===Zones sectors===&lt;br /&gt;
 (used to get the zone number for a world coordinate):&lt;br /&gt;
 .data:00474F38 geo_globe_zones structGlobeZone &amp;lt;618h, 987h, 0FDD0h, 0FE47h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00474F38                                         ; DATA XREF: GetWorldZoneFromPos+10�o&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;730h, 987h, 0FE48h, 0FF0Fh, 0&amp;gt;; 1&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;780h, 95Fh, 0FF10h, 0FFAFh, 0&amp;gt;; 2&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 0FD30h, 0FDCFh, 1&amp;gt;; 3&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 1E0h, 2D0h, 2&amp;gt;; 4&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;870h, 9D7h, 0FFB0h, 0FFFFh, 3&amp;gt;; 5&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A4Fh, 0, 77h, 3&amp;gt;; 6&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A27h, 78h, 1DFh, 3&amp;gt;; 7&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1DFh, 0FDD0h, 0FEE7h, 4&amp;gt;; 8&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 13Fh, 0FEE8h, 0FF87h, 5&amp;gt;; 9&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1B7h, 0FF88h, 0FFFFh, 5&amp;gt;; 10&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B7h, 0, 13Fh, 6&amp;gt; ; 11&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;140h, 22Fh, 0FEE8h, 0FF87h, 7&amp;gt;; 12&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 2CFh, 0FE70h, 0FEE7h, 7&amp;gt;; 13&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FEE8h, 0FFD7h, 7&amp;gt;; 14&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;2D0h, 347h, 0FE70h, 4Fh, 8&amp;gt;; 15&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 4AFh, 0FE70h, 0FFD7h, 8&amp;gt;; 16&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 59Fh, 0FDD0h, 0FE6Fh, 9&amp;gt;; 17&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 59Fh, 0FFD8h, 18Fh, 0Ah&amp;gt;; 18&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 617h, 0FDD0h, 0FE47h, 0Bh&amp;gt;; 19&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 72Fh, 0FE48h, 0FF0Fh, 0Bh&amp;gt;; 20&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 77Fh, 0FF10h, 0FFAFh, 0Bh&amp;gt;; 21&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 86Fh, 0FFB0h, 0FFFFh, 0Bh&amp;gt;; 22&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 897h, 0, 1DFh, 0Bh&amp;gt;; 23&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;4B0h, 59Fh, 0FE70h, 0FFD7h, 0Bh&amp;gt;; 24&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;988h, 0A77h, 0FDD0h, 0FF0Fh, 0Ch&amp;gt;; 25&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;960h, 0A77h, 0FF10h, 0FFAFh, 0Ch&amp;gt;; 26&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;9D8h, 0A77h, 0FFB0h, 0FFFFh, 0Ch&amp;gt;; 27&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A50h, 27h, 0, 77h, 0Dh&amp;gt;; 28&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A28h, 27h, 78h, 1DFh, 0Dh&amp;gt;; 29&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B8h, 140h, 1DFh, 0Dh&amp;gt;; 30&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 22Fh, 0FF88h, 4Fh, 0Eh&amp;gt;; 31&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FFD8h, 4Fh, 0Eh&amp;gt;; 32&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 347h, 50h, 1DFh, 0Eh&amp;gt;; 33&lt;br /&gt;
&lt;br /&gt;
Same for country zones:&lt;br /&gt;
 .data:00475090 geo_glob_country_zones structGlobeZone &amp;lt;758h, 7F8h, 0FE78h, 0FF00h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00475090                                         ; DATA XREF: GetCountryFromPos+11�o&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;7F8h, 8ACh, 0FE78h, 0FF18h, 0&amp;gt;; 1&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;820h, 848h, 0FF18h, 0FF30h, 0&amp;gt;; 2&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8A8h, 8C0h, 0FF00h, 0FF38h, 0&amp;gt;; 3&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8ACh, 8F0h, 0FEA0h, 0FF00h, 0&amp;gt;; 4&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8F0h, 924h, 0FE94h, 0FEC0h, 0&amp;gt;; 5&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0F0h, 190h, 0FDD0h, 0FE98h, 1&amp;gt;; 6&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0C0h, 0F0h, 0FE20h, 0FEB0h, 1&amp;gt;; 7&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;190h, 258h, 0FD98h, 0FEC0h, 1&amp;gt;; 8&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;258h, 528h, 0FD80h, 0FE70h, 1&amp;gt;; 9&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;528h, 550h, 0FDD0h, 0FE28h, 1&amp;gt;; 10&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B00h, 10h, 0FE20h, 0FE70h, 2&amp;gt;; 11&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B18h, 38h, 0FE70h, 0FEA8h, 3&amp;gt;; 12&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;30h, 78h, 0FE48h, 0FE84h, 4&amp;gt;; 13&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;38h, 78h, 0FE8Ch, 0FEA8h, 5&amp;gt;; 14&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;58h, 90h, 0FEA8h, 0FED8h, 5&amp;gt;; 15&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Dot color data for LOC.DAT entries===&lt;br /&gt;
 shawn on world map (can&#039;t think of a better name...):&lt;br /&gt;
 .data:00475202 locationColor dw 0, 0Dh, 0Bh, 9, 1, 5, 7, 3           ; 0&lt;br /&gt;
 .data:00475202                                         ; DATA XREF: geoDrawLocations+ED�r&lt;br /&gt;
&lt;br /&gt;
Just after that are data describing the mask for drawing the location (I don&#039;t remember the format, but it shouldn&#039;t be something too complicated to decypher)&lt;br /&gt;
&lt;br /&gt;
===Flare pattern===&lt;br /&gt;
 (tactical mode):&lt;br /&gt;
 .data:0046C558 flarePattern db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 0&lt;br /&gt;
 .data:0046C558                                         ; DATA XREF: LightmapAddFlarePattern+7�o&lt;br /&gt;
 .data:0046C558                                         ; LightmapAddFlarePattern+19�o&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 31&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 62&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h; 93&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h; 124&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Ah, 0Ah, 0Ah, 0Ah, 0Ah, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h; 155&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 0Ah, 9, 9, 9, 9, 9, 0Ah, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h; 186&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 9, 9, 8, 8, 8, 8, 8, 9, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h; 217&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 10h, 10h; 248&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Eh, 0Fh, 10h; 279&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 0Ah, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 310&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 341&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh; 372&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 403&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 434&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 465&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 496&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh; 527&lt;br /&gt;
 .data:0046C558 db 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh; 558&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 589&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 0Ah, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Fh, 10h; 620&lt;br /&gt;
 .data:0046C558 db 10h, 0Fh, 0Eh, 0Eh, 0Dh, 0Ch, 0Bh, 0Ah, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Dh, 0Eh, 0Eh, 0Fh, 10h; 651&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 10h, 10h; 682&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 9, 9, 8, 8, 8, 8, 8, 9, 9, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h; 713&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Ah, 0Ah, 0Ah, 9, 9, 9, 9, 9, 0Ah, 0Ah, 0Ah, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h; 744&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Ah, 0Ah, 0Ah, 0Ah, 0Ah, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h; 775&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Bh, 0Bh, 0Bh, 0Bh, 0Bh, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h; 806&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Dh, 0Dh, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Ch, 0Dh, 0Dh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h; 837&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Dh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 868&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Eh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 899&lt;br /&gt;
 .data:0046C558 db 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 0Fh, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h, 10h; 930&lt;br /&gt;
&lt;br /&gt;
Sorry for the big post and the raw format... [[User:Seb76|Seb76]] 13:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Construction costs for access lifts:&lt;br /&gt;
 .data:0046E69C basePrice dd 800000, 950000, 900000, 600000, 1000000, 650000, 550000, 500000, 750000; 0&lt;br /&gt;
 .data:0046E69C dd 800000, 750000, 600000, 3 dup(500000); 9&lt;br /&gt;
[[User:Seb76|Seb76]] 11:01, 16 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Craft weapon stats ===&lt;br /&gt;
&lt;br /&gt;
I guess the craft weapon stats could be in here too?&lt;br /&gt;
as far I can see these are at 353378 (plain 1.4), 18 bytes, 9x2 byte:&amp;lt;BR&amp;gt;&lt;br /&gt;
index/range/acc/dmg/??/time/no of ammo/??/ammo&amp;lt;BR&amp;gt;&lt;br /&gt;
--[[User:Emphyrio|Emphyrio]] 15:25, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the WinCE version (unpatched) the craft weapon stats start at offset 0x6fb18. Or search for this signature:&lt;br /&gt;
&lt;br /&gt;
 40 02 1e 00 46 00 46 00 01 00 0f 00 06 00 01 00 06 00 &lt;br /&gt;
&lt;br /&gt;
Fields are:&lt;br /&gt;
 Index - Range (km) - Hit% - Damage - ?X? - reload time - ammo cap - ?Y? - ammo type&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Y&lt;br /&gt;
 Stingray  1  1&lt;br /&gt;
 Avalanche 3  1&lt;br /&gt;
 Cannon    8  100&lt;br /&gt;
 FBL       5  1&lt;br /&gt;
 Laser C   10 50&lt;br /&gt;
 Plasma C  12 50 &lt;br /&gt;
 &lt;br /&gt;
I would speculate that value &amp;quot;Y&amp;quot; is the re-arming rate on the ground. I think this data differs slighly from what is stated at [[Rearming]] so it might be worth double checking that. &lt;br /&gt;
&lt;br /&gt;
Value &amp;quot;X&amp;quot; could be a bitmask, an index to a sound effect, or just about anything. It&#039;s possible the lowest bit is a flag that is set for a missile weapon, unset for a cannon-type weapon.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:43, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;reload time&amp;quot; value (as it is called in the in-game UFOPaedia) does not seem to be used by the executable. Instead, hard coded values are used. See [[UFO Interception#Observed Rates of Fire|Observed Rates of Fire]]. [[User:Spike|Spike]] 20:31, 13 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I checked and the rearming rates in the wiki article are correct, i.e. 100 rds per hour for all Cannon types. Maybe this &amp;quot;Y&amp;quot; data was intended as the rearming rate but is unused? The next step would be to hack the &amp;quot;Y&amp;quot; values and look for any effect. It would also be interesting to hack the low bit of the &amp;quot;X&amp;quot; value and see if that has any effect, such as controlling the missile weapon firing interval behaviour (RoF changes based on attack mode), or sound effect. &lt;br /&gt;
&lt;br /&gt;
Here is X as a bitmask&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask&lt;br /&gt;
 Stingray  1  00000001&lt;br /&gt;
 Avalanche 3  00000011&lt;br /&gt;
 FBL       5  00000101&lt;br /&gt;
 Cannon    8  00001000&lt;br /&gt;
 Laser C   10 00001010&lt;br /&gt;
 Plasma C  12 00001100 &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:18, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually it looks like the low order 3 bits are just a sequence/ID number (ascending damage?). The next higher bit is launched (0) vs cannon (1).&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask  Seq Cannon?&lt;br /&gt;
 Cannon    8  00001000 0   1&lt;br /&gt;
 Stingray  1  00000001 1   0&lt;br /&gt;
 Laser C   10 00001010 2   1&lt;br /&gt;
 Avalanche 3  00000011 3   0&lt;br /&gt;
 Plasma C  12 00001100 4   1&lt;br /&gt;
 FBL       5  00000101 5   0&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:49, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing stats? ===&lt;br /&gt;
&lt;br /&gt;
Has someone worked out the manufacturing stats at offset &amp;lt;s&amp;gt;355596&amp;lt;/s&amp;gt; 355600 (vanilla 1.4)??&lt;br /&gt;
As far as I can see it looks like 35 records of 18 bytes&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
:See the [[PRODUCT.DAT]] page. --[[User:Zombie|Zombie]] 16:25, 24 February 2009 (CST)&lt;br /&gt;
:: ok, this is actually is a useful bit of information, I &amp;lt;s&amp;gt;would&amp;lt;/s&amp;gt; have put it in the article.. --[[User:Emphyrio|Emphyrio]] 07:06, 25 February 2009 (CST)&lt;br /&gt;
:Good deal. I also added a note to the top of [[PRODUCT.DAT]] (and linked the [[Manufacturing_Profitability]] to PRODUCT.DAT - that should&#039;ve been there, too). -[[User:MikeTheRed|MikeTheRed]] 11:17, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Bundles==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Complete Package&amp;quot; and such versions of X-Com from Steam, interestingly enough, include both versions of the game, at least .exe wise. The one that runs when you just launch from the Steam menu is the original European version, 1.2, so I wonder exactly why they included the other version. -[[User:Elliotw2|Elliotw2]] 2009-01-15 18:01:37&lt;br /&gt;
&lt;br /&gt;
:Hiya Elliotw2! I wasn&#039;t watching this page&#039;s Talk page before, but I am now.&lt;br /&gt;
:As for the various versions, I dusted off some 10 y.o. DOS floppies a few years ago. They still worked, and I ran with it (U.S. DOS v. 1.4). Although I&#039;ve read a lot about the other versions on this wiki, I&#039;ll let the other vets here address what you just said (smile). I personally would have chosen the U.S. version... Vets, why would they have both versions in the bundle, but make the default be the European version?&lt;br /&gt;
:Elliotw2, please leave a mini-review (or repeat what you just said) at [[GEOSCAPE.EXE#X-COM_Complete_Packages]] (see my new &amp;quot;mini-review&amp;quot; format request there). Sorry for the mess, newcomers - especially having this tucked away under GEOSCAPE, but it makes sense to us grognards. As always, we will change and grow as needed, and &amp;quot;us&amp;quot; easily includes &amp;quot;you&amp;quot;. For now, we&#039;re just trying to make sure that newcomers can find what they need here, and that there&#039;s a place for info on the Complete Packages to be voiced.&lt;br /&gt;
:-[[User:MikeTheRed|MikeTheRed]] 03:49, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Difficulty patch information wrong? ==&lt;br /&gt;
&lt;br /&gt;
It appears that the information for patching the difficulty is wrong on this page.&lt;br /&gt;
&lt;br /&gt;
I have what I believe is the US version of XCOM 1.4, and I patched the file as per the data given for 1.4, and yet it still created a 60-byte IGLOB.DAT file.  Further, DOSBOX complained of illegal memory accesses after the patch (which it did not do before).&lt;br /&gt;
&lt;br /&gt;
33ea0819e6888f0450f9a1e5e19dc98b *GEOSCAPE.EXE (binary MD5SUM -- file is 382,957 bytes, created 1995-02-28 @ 10:24 PM)&lt;br /&gt;
&lt;br /&gt;
There actually was a 60 byte (0x3c) at the location given, but I have a feeling it was something other than the size_t in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:If you search for: &lt;br /&gt;
&amp;lt;pre&amp;gt;3C 00 00 00 57 2B C9 49&amp;lt;/pre&amp;gt; &lt;br /&gt;
:you will fined the iglob.dat length for all versions of UFO. --[[User:BladeFireLight|BladeFireLight]] 19:45, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just checked it against my 1.4 executable and it was right.  Has the value been corrected since this was posted?&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 18:24, 5 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28220</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28220"/>
		<updated>2010-06-05T20:07:20Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* TFTD&amp;#039;s extra bytes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
&lt;br /&gt;
P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
&lt;br /&gt;
Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
&lt;br /&gt;
I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent? - [[User:Hatfarm|Hatfarm]]&lt;br /&gt;
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----&lt;br /&gt;
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They are indeed appended. My battlescape editor deals with TFTD&#039;s UnitRef by just adjusting for the larger record size, and then ignoring the extra bytes completely - didn&#039;t need to do anything else to make it all match up. I&#039;ve yet to actually look at some sample values in order to work out what they might be for. &lt;br /&gt;
&lt;br /&gt;
Incidently, you can insert signatures into your postings using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 21:48, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD&#039;s extra bytes ==&lt;br /&gt;
&lt;br /&gt;
It appears that byte 126 is a bit flag array of some sort as I have mostly seen values of 1 and 0 for it, but others have appeared.  I saved a single mission at several different times and each one had 0 or 1, but a terror mission save had some different values for this, Like 0x20 and 0x4F.  I tried adjusting it and checking the saved game, but nothing seemed to change...&lt;br /&gt;
&lt;br /&gt;
Byte 124 I&#039;ve seen values of 0,4,6,7,0x0A and 0x0E.  No idea what these mean, and changing them did not do anything for me.&lt;br /&gt;
&lt;br /&gt;
They appear to only be for Soldiers as well, none of the aliens in any of my saved games have values for these.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 15:16, 5 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28219</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28219"/>
		<updated>2010-06-05T19:16:48Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* TFTD&amp;#039;s extra bytes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
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P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
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&lt;br /&gt;
== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
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I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
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I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
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[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
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I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
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Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
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While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
&lt;br /&gt;
Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
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BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
&lt;br /&gt;
I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
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Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
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I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
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I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
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Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
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Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
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:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent? - [[User:Hatfarm|Hatfarm]]&lt;br /&gt;
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They are indeed appended. My battlescape editor deals with TFTD&#039;s UnitRef by just adjusting for the larger record size, and then ignoring the extra bytes completely - didn&#039;t need to do anything else to make it all match up. I&#039;ve yet to actually look at some sample values in order to work out what they might be for. &lt;br /&gt;
&lt;br /&gt;
Incidently, you can insert signatures into your postings using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 21:48, 20 January 2010 (EST)&lt;br /&gt;
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== TFTD&#039;s extra bytes ==&lt;br /&gt;
&lt;br /&gt;
It appears that byte 126 is a bit flag of some sort as I have mostly seen values of 1 and 0 for it, but others have appeared.  I saved a single mission at several different times and each one had 0 or 1, but a terror mission save had some different values for this, Like 0x20 and 0x4F.  I tried adjusting it and checking the saved game, but nothing seemed to change...&lt;br /&gt;
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Byte 124 I&#039;ve seen values of 0,4,6,7,0x0A and 0x0E.  No idea what these mean, and changing them did not do anything for me.&lt;br /&gt;
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They appear to only be for Soldiers as well, none of the aliens in any of my saved games have values for these.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 15:16, 5 June 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28218</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=28218"/>
		<updated>2010-06-05T19:16:29Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: New section: TFTD&amp;#039;s extra bytes&lt;/p&gt;
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&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
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P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
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== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
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I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
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I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
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Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
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I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
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I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
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It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
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[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
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I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
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Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
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While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
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Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
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There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
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BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
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Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
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I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
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== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
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Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
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I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
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I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
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== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
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I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent? - [[User:Hatfarm|Hatfarm]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
They are indeed appended. My battlescape editor deals with TFTD&#039;s UnitRef by just adjusting for the larger record size, and then ignoring the extra bytes completely - didn&#039;t need to do anything else to make it all match up. I&#039;ve yet to actually look at some sample values in order to work out what they might be for. &lt;br /&gt;
&lt;br /&gt;
Incidently, you can insert signatures into your postings using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). - [[User:Bomb Bloke|Bomb Bloke]] 21:48, 20 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== TFTD&#039;s extra bytes ==&lt;br /&gt;
&lt;br /&gt;
It appears that byte 126 is a bit flag of some sort as I have mostly seen values of 1 and 0 for it, but others have appeared.  I saved a single mission at several different times and each one had 0 or 1, but a terror mission save had some different values for this, Like 0x20 and 0x4F.  I tried adjusting it and checking the saved game, but nothing seemed to change...&lt;br /&gt;
&lt;br /&gt;
Byte 124 I&#039;ve seen values of 0,4,6,7,0x0A and 0x0E.  No idea what these mean, and changing them did not do anything for me.&lt;br /&gt;
&lt;br /&gt;
They appear to only be for Soldiers as well, none of the aliens in any of my saved games have values for these.&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT_(TFTD)&amp;diff=28215</id>
		<title>SOLDIER.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT_(TFTD)&amp;diff=28215"/>
		<updated>2010-06-04T14:24:04Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Notes ==&lt;br /&gt;
&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 70 bytes each. (Only a maximum of 250 soldiers can be had). Thus it is always 17,500 bytes long (250x70).&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (0 to 69) followed by the equivalent hex offset (00 to 45) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this file is not conveniently ordered like Enemy Unknown&#039;s file so everything is just jumbled together.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&amp;lt;b&amp;gt;0 / 00&amp;lt;/b&amp;gt;: How much the MC Skill changed in the last month&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1 / 01&amp;lt;/b&amp;gt;: Time Unit Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2 / 02&amp;lt;/b&amp;gt;: In MC Implantation Flag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 03&amp;lt;/b&amp;gt;: Promotion Flag&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4 / 04&amp;lt;/b&amp;gt;: Health Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5 / 05&amp;lt;/b&amp;gt;: Strength Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;6-7 / 06-07&amp;lt;/b&amp;gt;: Base Reference using values from LOC.DAT for where soldier is. First base is always 0 (first entry in [[LOC.DAT]]). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;8-9 / 08-09&amp;lt;/b&amp;gt;: Craft Reference&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;10-11 / 0A-0B&amp;lt;/b&amp;gt;: Rank&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;12-13 / 0C-0D&amp;lt;/b&amp;gt;: Craft soldier was assigned to before being wounded and spending time in the infirmary. &amp;lt;i&amp;gt;Half-implemented feature or not used.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;14-15 / 0E-0F&amp;lt;/b&amp;gt;: Kills&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;16-17 / 10-11&amp;lt;/b&amp;gt;: Wound Recovery&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;18-19 / 12-13&amp;lt;/b&amp;gt;: Missions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;20-21 / 14-15&amp;lt;/b&amp;gt;: Soldier Value&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;22 / 16&amp;lt;/b&amp;gt;: Always 0 except for existing soldiers being transferred, in which case it equals the LOC.DAT value for destination base.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;23 / 17&amp;lt;/b&amp;gt;: Stamina Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;24 / 18&amp;lt;/b&amp;gt;: Reaction Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;25 / 19&amp;lt;/b&amp;gt;: Firing Accuracy Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;26 / 1A&amp;lt;/b&amp;gt;: Initial Time Units&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;27 / 1B&amp;lt;/b&amp;gt;: Initial Health&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;28 / 1C&amp;lt;/b&amp;gt;: Initial Stamina&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;29 / 1D&amp;lt;/b&amp;gt;: Initial Throwing Accuracy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;30 / 1E&amp;lt;/b&amp;gt;: Armor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;31 / 1F&amp;lt;/b&amp;gt;: Gender&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;32 / 20&amp;lt;/b&amp;gt;: Race&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;33 / 21&amp;lt;/b&amp;gt;: Initial Firing Accuracy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;34 / 22&amp;lt;/b&amp;gt;: Initial Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;35-61 / 23-3D&amp;lt;/b&amp;gt;: Name. 21 characters can be entered in-game, 27 via hex editing. Does not need to be null terminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3E&amp;lt;/b&amp;gt;: Bravery Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3F&amp;lt;/b&amp;gt;: Throwing Accuracy Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 40&amp;lt;/b&amp;gt;: Initial Bravery&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 41&amp;lt;/b&amp;gt;: MC Skill&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 42&amp;lt;/b&amp;gt;: Melee Accuracy Improvement&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 43&amp;lt;/b&amp;gt;: MC Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 44&amp;lt;/b&amp;gt;: Initial Melee Accuracy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;69 / 45&amp;lt;/b&amp;gt;: Initial Reactions&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[SOLDIER.DAT]]&lt;br /&gt;
&lt;br /&gt;
[[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT_(TFTD)&amp;diff=28194</id>
		<title>BASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT_(TFTD)&amp;diff=28194"/>
		<updated>2010-05-21T04:17:19Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Null character if the Base Name uses all 15 characters.  If this byte is non-0, the base name will happily overflow and read from the item quantities.&lt;br /&gt;
&lt;br /&gt;
==Stores==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D3:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  P.W.T Ammo&lt;br /&gt;
 24  Coelacanth/G. Cannon&lt;br /&gt;
 26  Coelacanth/Aqua Jet&lt;br /&gt;
 28  Coelacanth/Gauss&lt;br /&gt;
 2A  Displacer /Sonic&lt;br /&gt;
 2C  Displacer /P. W. T.&lt;br /&gt;
 2E  Dart Gun&lt;br /&gt;
 30  Dart Clip&lt;br /&gt;
 32  Jet Harpoon&lt;br /&gt;
 34  Harpoon Clip&lt;br /&gt;
 36  Gas Cannon&lt;br /&gt;
 38  GC-AP Bolts&lt;br /&gt;
 3A  GC-HE Bolts&lt;br /&gt;
 3C  GC-Phosphorous Bolts&lt;br /&gt;
 3E  Hydro-Jet Cannon&lt;br /&gt;
 40  HJ-AP Ammo&lt;br /&gt;
 42  HJ-HE Ammo&lt;br /&gt;
 44  HJ-P Ammo&lt;br /&gt;
 46  Torpedo Launcher&lt;br /&gt;
 48  Small Torpedo&lt;br /&gt;
 4A  Large Torpedo&lt;br /&gt;
 4C  Phosphor Torpedo&lt;br /&gt;
 4E  Gauss Pistol&lt;br /&gt;
 50  Gauss Rifle&lt;br /&gt;
 52  Heavy Gauss&lt;br /&gt;
 54  Magna-Blast Grenade&lt;br /&gt;
 56  Dye Grenade&lt;br /&gt;
 58  Particle Disturbance Grenade&lt;br /&gt;
 5A  Magna-Pack Explosive&lt;br /&gt;
 5C  Particle Disturbance Sensor&lt;br /&gt;
 5E  Medi-Kit&lt;br /&gt;
 60  M.C. Disruptor&lt;br /&gt;
 62  Thermal Tazer&lt;br /&gt;
 64  Chemical-flare&lt;br /&gt;
 66  Vibro Blade&lt;br /&gt;
 68  Thermic Lance&lt;br /&gt;
 6A  Heavy Thermic Lance&lt;br /&gt;
 6C  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 6E  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 70  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 72  Sonic Cannon&lt;br /&gt;
 74  Cannon Power Clip&lt;br /&gt;
 76  Sonic-Blasta Rifle&lt;br /&gt;
 78  Blasta Power Clip&lt;br /&gt;
 7A  Sonic Pistol&lt;br /&gt;
 7C  Pistol Power Clip&lt;br /&gt;
 7E  Disruptor Pulse Launcher&lt;br /&gt;
 80  Disruptor Ammo&lt;br /&gt;
 82  Thermal Shok Launcher&lt;br /&gt;
 84  Thermal Shok Bomb&lt;br /&gt;
 86  Sonic Pulser&lt;br /&gt;
 88  Zrbite&lt;br /&gt;
 8A  M.C. Reader&lt;br /&gt;
 8C  Gauss Pistol Clip&lt;br /&gt;
 8E  Gauss Rifle Clip&lt;br /&gt;
 90  Heavy Gauss Clip&lt;br /&gt;
 92  Aquatoid Corpse&lt;br /&gt;
 94  Gill Man Corpse&lt;br /&gt;
 96  Lobster Man Corpse&lt;br /&gt;
 98  Tasoth Corpse&lt;br /&gt;
 9A  Calcinite Corpse&lt;br /&gt;
 9C  Deep One Corpse&lt;br /&gt;
 9E  Bio-Drone Corpse&lt;br /&gt;
 A0  Tentaculat Corpse&lt;br /&gt;
 A2  Triscene Corpse&lt;br /&gt;
 A4  Hallucinoid Corpse&lt;br /&gt;
 A6  Xarquid Corpse&lt;br /&gt;
 A8  &#039;&#039;(invalid - prints &#039; Technician&#039; if used)&#039;&#039;&lt;br /&gt;
 AA  &#039;&#039;(invalid - prints &#039; Squad Leader&#039; if used)&#039;&#039;&lt;br /&gt;
 AC  &#039;&#039;(invalid - prints &#039; Soldier&#039; if used)&#039;&#039;&lt;br /&gt;
 AE  &#039;&#039;(invalid - prints &#039; Terrorist&#039; if used)&#039;&#039;&lt;br /&gt;
 B0  Ion-Beam Accelerators&lt;br /&gt;
 B2  Magnetic Navigation&lt;br /&gt;
 B4  Alien Sub Construction&lt;br /&gt;
 B6  Alien Cryogenics&lt;br /&gt;
 B8  Alien Cloning&lt;br /&gt;
 BA  Alien Learning Arrays&lt;br /&gt;
 BC  Alien Implanter&lt;br /&gt;
 BE  Examination Room&lt;br /&gt;
 C0  Aqua Plastics&lt;br /&gt;
 C2  Alien Re-animation Zone&lt;br /&gt;
 C4  Plastic Aqua Armour&lt;br /&gt;
 C6  Ion Armour&lt;br /&gt;
 C8  Mag. Ion Armour&lt;br /&gt;
 CA  Solid Harpoon Bolts&lt;br /&gt;
 CC  Aqua Jet Missiles&lt;br /&gt;
 CE  P.W. Torpedo&lt;br /&gt;
 D0  Gauss Cannon Ammo (for Coelacanth/G. Cannon)&lt;br /&gt;
 D2  Gauss Cannon Ammo (for Craft Gauss Cannon)&lt;br /&gt;
&lt;br /&gt;
==Base Detection Values==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D4:&#039;&#039;&#039; Short range detection value (%). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D6:&#039;&#039;&#039; Long range detection value (%). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D8:&#039;&#039;&#039; Transmission Resolver detection value (%). &lt;br /&gt;
&lt;br /&gt;
Each base detection value byte is a low byte, followed by a high byte which is null (x0).&lt;br /&gt;
&lt;br /&gt;
Detection values are identical to XCom1:  &lt;br /&gt;
&lt;br /&gt;
Possible decimal values are 0/10/20/30 for Short, 0/20 for Long, 0/100 for Transmission Resolver. The XCom1 Radar Stacking Bug still applies - there is no detection advantage to building multiple detection modules of the same type. &lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| DA || DB || DC || DD || DE || DF&lt;br /&gt;
|-&lt;br /&gt;
| E0 || E1 || E2 || E3 || E4 || E5&lt;br /&gt;
|-&lt;br /&gt;
| E6 || E7 || E8 || E9 || EA || EB&lt;br /&gt;
|-&lt;br /&gt;
| EC || ED || EE || EF || F0 || F1&lt;br /&gt;
|-&lt;br /&gt;
| F2 || F3 || F4 || F5 || F6 || F7&lt;br /&gt;
|-&lt;br /&gt;
| F8 || F9 || FA || FB || FC || FD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  FE ||  FF || 100 || 101 || 102 || 103&lt;br /&gt;
|-&lt;br /&gt;
| 104 || 105 || 106 || 107 || 108 || 109&lt;br /&gt;
|-&lt;br /&gt;
| 10A || 10B || 10C || 10D || 10E || 10F&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 111 || 112 || 113 || 114 || 115&lt;br /&gt;
|-&lt;br /&gt;
| 116 || 117 || 118 || 119 || 11A || 11B&lt;br /&gt;
|-&lt;br /&gt;
| 11C || 11D || 11E || 11F || 120 || 121&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
==Personnel==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&#039;&#039;&#039;0124:&#039;&#039;&#039; Disabled flag, if 1 the base is disabled, if 0 the base is in use.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;0125-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT_(TFTD)&amp;diff=28193</id>
		<title>BASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT_(TFTD)&amp;diff=28193"/>
		<updated>2010-05-21T04:16:34Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Structure==&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 296 Bytes long.&lt;br /&gt;
&lt;br /&gt;
==Name==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Null character if the Base Name uses all 15 characters.  If this byte is non-0, the base name will happily overflow and read from the item quantities.&lt;br /&gt;
&lt;br /&gt;
==Stores==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-D3:&#039;&#039;&#039; Quantity of each item available at that base (signed 2-byte little-endian integers; see explanation in UFO section for details).&lt;br /&gt;
&lt;br /&gt;
 10  Ajax Launchers&lt;br /&gt;
 12  D.U.P. Head Launcher&lt;br /&gt;
 14  Craft Gas Cannon&lt;br /&gt;
 16  P.W.T. Cannon&lt;br /&gt;
 18  Gauss Cannon&lt;br /&gt;
 1A  Sonic Oscillator&lt;br /&gt;
 1C  Ajax Torpedoes&lt;br /&gt;
 1E  D.U.P. Head Torpedoes&lt;br /&gt;
 20  Gas Rounds(x50)&lt;br /&gt;
 22  P.W.T Ammo&lt;br /&gt;
 24  Coelacanth/G. Cannon&lt;br /&gt;
 26  Coelacanth/Aqua Jet&lt;br /&gt;
 28  Coelacanth/Gauss&lt;br /&gt;
 2A  Displacer /Sonic&lt;br /&gt;
 2C  Displacer /P. W. T.&lt;br /&gt;
 2E  Dart Gun&lt;br /&gt;
 30  Dart Clip&lt;br /&gt;
 32  Jet Harpoon&lt;br /&gt;
 34  Harpoon Clip&lt;br /&gt;
 36  Gas Cannon&lt;br /&gt;
 38  GC-AP Bolts&lt;br /&gt;
 3A  GC-HE Bolts&lt;br /&gt;
 3C  GC-Phosphorous Bolts&lt;br /&gt;
 3E  Hydro-Jet Cannon&lt;br /&gt;
 40  HJ-AP Ammo&lt;br /&gt;
 42  HJ-HE Ammo&lt;br /&gt;
 44  HJ-P Ammo&lt;br /&gt;
 46  Torpedo Launcher&lt;br /&gt;
 48  Small Torpedo&lt;br /&gt;
 4A  Large Torpedo&lt;br /&gt;
 4C  Phosphor Torpedo&lt;br /&gt;
 4E  Gauss Pistol&lt;br /&gt;
 50  Gauss Rifle&lt;br /&gt;
 52  Heavy Gauss&lt;br /&gt;
 54  Magna-Blast Grenade&lt;br /&gt;
 56  Dye Grenade&lt;br /&gt;
 58  Particle Disturbance Grenade&lt;br /&gt;
 5A  Magna-Pack Explosive&lt;br /&gt;
 5C  Particle Disturbance Sensor&lt;br /&gt;
 5E  Medi-Kit&lt;br /&gt;
 60  M.C. Disruptor&lt;br /&gt;
 62  Thermal Tazer&lt;br /&gt;
 64  Chemical-flare&lt;br /&gt;
 66  Vibro Blade&lt;br /&gt;
 68  Thermic Lance&lt;br /&gt;
 6A  Heavy Thermic Lance&lt;br /&gt;
 6C  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 6E  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 70  &#039;&#039;(invalid - prints garbage if used)&#039;&#039;&lt;br /&gt;
 72  Sonic Cannon&lt;br /&gt;
 74  Cannon Power Clip&lt;br /&gt;
 76  Sonic-Blasta Rifle&lt;br /&gt;
 78  Blasta Power Clip&lt;br /&gt;
 7A  Sonic Pistol&lt;br /&gt;
 7C  Pistol Power Clip&lt;br /&gt;
 7E  Disruptor Pulse Launcher&lt;br /&gt;
 80  Disruptor Ammo&lt;br /&gt;
 82  Thermal Shok Launcher&lt;br /&gt;
 84  Thermal Shok Bomb&lt;br /&gt;
 86  Sonic Pulser&lt;br /&gt;
 88  Zrbite&lt;br /&gt;
 8A  M.C. Reader&lt;br /&gt;
 8C  Gauss Pistol Clip&lt;br /&gt;
 8E  Gauss Rifle Clip&lt;br /&gt;
 90  Heavy Gauss Clip&lt;br /&gt;
 92  Aquatoid Corpse&lt;br /&gt;
 94  Gill Man Corpse&lt;br /&gt;
 96  Lobster Man Corpse&lt;br /&gt;
 98  Tasoth Corpse&lt;br /&gt;
 9A  Calcinite Corpse&lt;br /&gt;
 9C  Deep One Corpse&lt;br /&gt;
 9E  Bio-Drone Corpse&lt;br /&gt;
 A0  Tentaculat Corpse&lt;br /&gt;
 A2  Triscene Corpse&lt;br /&gt;
 A4  Hallucinoid Corpse&lt;br /&gt;
 A6  Xarquid Corpse&lt;br /&gt;
 A8  &#039;&#039;(invalid - prints &#039; Technician&#039; if used)&#039;&#039;&lt;br /&gt;
 AA  &#039;&#039;(invalid - prints &#039; Squad Leader&#039; if used)&#039;&#039;&lt;br /&gt;
 AC  &#039;&#039;(invalid - prints &#039; Soldier&#039; if used)&#039;&#039;&lt;br /&gt;
 AE  &#039;&#039;(invalid - prints &#039; Terrorist&#039; if used)&#039;&#039;&lt;br /&gt;
 B0  Ion-Beam Accelerators&lt;br /&gt;
 B2  Magnetic Navigation&lt;br /&gt;
 B4  Alien Sub Construction&lt;br /&gt;
 B6  Alien Cryogenics&lt;br /&gt;
 B8  Alien Cloning&lt;br /&gt;
 BA  Alien Learning Arrays&lt;br /&gt;
 BC  Alien Implanter&lt;br /&gt;
 BE  Examination Room&lt;br /&gt;
 C0  Aqua Plastics&lt;br /&gt;
 C2  Alien Re-animation Zone&lt;br /&gt;
 C4  Plastic Aqua Armour&lt;br /&gt;
 C6  Ion Armour&lt;br /&gt;
 C8  Mag. Ion Armour&lt;br /&gt;
 CA  Solid Harpoon Bolts&lt;br /&gt;
 CC  Aqua Jet Missiles&lt;br /&gt;
 CE  P.W. Torpedo&lt;br /&gt;
 D0  Gauss Cannon Ammo (for Coelacanth/G. Cannon)&lt;br /&gt;
 D2  Gauss Cannon Ammo (for Craft Gauss Cannon)&lt;br /&gt;
&lt;br /&gt;
==Base Detection Values==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D4:&#039;&#039;&#039; Short range detection value (%). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D6:&#039;&#039;&#039; Long range detection value (%). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D8:&#039;&#039;&#039; Transmission Resolver detection value (%). &lt;br /&gt;
&lt;br /&gt;
Each base detection value byte is a low byte, followed by a high byte which is null (x0).&lt;br /&gt;
&lt;br /&gt;
Detection values are identical to XCom1:  &lt;br /&gt;
&lt;br /&gt;
Possible decimal values are 0/10/20/30 for Short, 0/20 for Long, 0/100 for Transmission Resolver. The XCom1 Radar Stacking Bug still applies - there is no detection advantage to building multiple detection modules of the same type. &lt;br /&gt;
&lt;br /&gt;
==Facilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DA-FD:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| DA || DB || DC || DD || DE || DF&lt;br /&gt;
|-&lt;br /&gt;
| E0 || E1 || E2 || E3 || E4 || E5&lt;br /&gt;
|-&lt;br /&gt;
| E6 || E7 || E8 || E9 || EA || EB&lt;br /&gt;
|-&lt;br /&gt;
| EC || ED || EE || EF || F0 || F1&lt;br /&gt;
|-&lt;br /&gt;
| F2 || F3 || F4 || F5 || F6 || F7&lt;br /&gt;
|-&lt;br /&gt;
| F8 || F9 || FA || FB || FC || FD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Air Lock&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Standard Sonar&lt;br /&gt;
 05 - Wide Array Sonar&lt;br /&gt;
 06 - Torpedo Defences&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Gauss Defences&lt;br /&gt;
 0A - Sonic Defences&lt;br /&gt;
 0B - P.W.T. Defences&lt;br /&gt;
 0C - Bomb Shield&lt;br /&gt;
 0D - M.C. Defences&lt;br /&gt;
 0E - M.C.-Lab&lt;br /&gt;
 0F - Transmission Resolver&lt;br /&gt;
 10 - Sub Pen (Top Left)&lt;br /&gt;
 11 - Sub Pen (Top Right)&lt;br /&gt;
 12 - Sub Pen (Bottom Left)&lt;br /&gt;
 13 - Sub Pen (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FE-121:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  FE ||  FF || 100 || 101 || 102 || 103&lt;br /&gt;
|-&lt;br /&gt;
| 104 || 105 || 106 || 107 || 108 || 109&lt;br /&gt;
|-&lt;br /&gt;
| 10A || 10B || 10C || 10D || 10E || 10F&lt;br /&gt;
|-&lt;br /&gt;
| 110 || 111 || 112 || 113 || 114 || 115&lt;br /&gt;
|-&lt;br /&gt;
| 116 || 117 || 118 || 119 || 11A || 11B&lt;br /&gt;
|-&lt;br /&gt;
| 11C || 11D || 11E || 11F || 120 || 121&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
==Personnel==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0122:&#039;&#039;&#039; Number of technicians (00-FF).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0123:&#039;&#039;&#039; Number of scientists (00-FF).&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
0124: Disabled flag, if 1 the base is disabled, if 0 the base is in use.&lt;br /&gt;
&#039;&#039;&#039;0125-0127:&#039;&#039;&#039;  Unknown.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=28171</id>
		<title>Psi-Amp</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi-Amp&amp;diff=28171"/>
		<updated>2010-05-15T16:49:49Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Psi-Amp, or Psionic Amplifier, is device that allows X-COM soldiers to access and make use of the same psionic powers that are available to [[Ethereal]]s and high ranking [[Sectoid]]s. Unlike the [[Mind Probe]], the Psi-Amp can only be used by soldiers with [[Psionic Skill]].&lt;br /&gt;
&lt;br /&gt;
The amplifier allows soldiers to attack enemies with two types of mental attacks. Panic and Mind Control. Panic, the easiest of the two attacks, saps a unit&#039;s morale, and puts it in a prime position to panic or go berserk. Panic attacks are an efficient means of training Psi Skill. &lt;br /&gt;
&lt;br /&gt;
Mind control takes direct control over the target&#039;s actions, but is very difficult to perform until some skill is built up. &lt;br /&gt;
&lt;br /&gt;
The range of the amplifier covers the entire field and does not require line of sight to operate. However, targets for the amp must be sighted before they can be attacked.&lt;br /&gt;
&lt;br /&gt;
The prerequisite for researching the Psi-Amp is the [[Psionic Laboratory|Psi-Lab]].&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[M.C. Disruptor]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS33.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**25 TUs per use.&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $160,000 for parts, 500 Engineer Hours, 1 Elerium&lt;br /&gt;
*Sell Price: $194,700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How To Use ==&lt;br /&gt;
During combat, click on the Psi-Amp, select the type of attack, and select a target unit with the cursor.&lt;br /&gt;
&lt;br /&gt;
There are two types of psionic attack:&lt;br /&gt;
&lt;br /&gt;
; PANIC UNIT : If the attack is successful it will reduce the target&#039;s morale and may cause it to panic. &lt;br /&gt;
; MIND CONTROL : If this is successful, then you will gain immediate control of the enemy unit as if it was one of your own units (except that you cannot directly access the object screen). It is more difficult to control an alien than to panic it, but soldiers with high Psi Skill (say 60 or more) and Strength can capture many additional &amp;quot;soldiers&amp;quot; during a mission.  See [[Psionics]] for the specific formulas.&lt;br /&gt;
&lt;br /&gt;
Unlike other combat actions, failure with any of the above attacks will still count towards experience. &lt;br /&gt;
&lt;br /&gt;
Note: if you mind control a large unit, such as a [[Cyberdisc]], be sure to get all four quarters of the unit under control. &lt;br /&gt;
If not, once moved, the Cyberdisc may shoot the &#039;Alien&#039; quarters of itself because of its high reaction stat. &lt;br /&gt;
Other large aliens (such as the [[Sectopod]]) do the same, but the [[Cyberdisc]] is deadly because of its explosive nature. Melee aliens like the [[Reaper]] will not attack themselves.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Psionic Laboratory|Psi-Lab]]&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
*[[Psionic Skill]]&lt;br /&gt;
*[[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27608</id>
		<title>UP001.SPK-UP042.SPK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27608"/>
		<updated>2010-02-24T13:30:49Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Images used by the [[UFOpaedia]], stored in the [[Image_Formats#SPK|SPK format]].  They use palette 3.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;UP001.SPK-UP042.SPK UFOpaedia Images&amp;quot; widths=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:UP001.gif|UP001.SPK - [[Avenger]]&lt;br /&gt;
Image:UP002.gif|UP002.SPK - [[Interceptor]]&lt;br /&gt;
Image:UP003.gif|UP003.SPK - [[Lightning]]&lt;br /&gt;
Image:UP004.gif|UP004.SPK - [[Skyranger]]&lt;br /&gt;
Image:UP005.gif|UP005.SPK - [[Firestorm]]&lt;br /&gt;
Image:UP006.gif|UP006.SPK - [[Stingray]]&lt;br /&gt;
Image:UP007.gif|UP007.SPK - [[Avalanche]]&lt;br /&gt;
Image:UP008.gif|UP008.SPK - [[Cannon]]&lt;br /&gt;
Image:UP009.gif|UP009.SPK - [[Fusion Ball Launcher]]&lt;br /&gt;
Image:UP010.gif|UP009.SPK - [[Laser Cannon]]&lt;br /&gt;
Image:UP011.gif|UP011.SPK - [[Plasma Beam]]&lt;br /&gt;
Image:UP012.gif|UP012.SPK - [[Celatid]]&lt;br /&gt;
Image:UP013.gif|UP013.SPK - [[Celatid]] autopsy&lt;br /&gt;
Image:UP014.gif|UP014.SPK - [[Chryssalid]]&lt;br /&gt;
Image:UP015.gif|UP015.SPK - [[Chryssalid]] autopsy&lt;br /&gt;
Image:UP016.gif|UP016.SPK - [[Ethereal]]&lt;br /&gt;
Image:UP017.gif|UP017.SPK - [[Ethereal]] autopsy&lt;br /&gt;
Image:UP018.gif|UP018.SPK - [[Floater]]&lt;br /&gt;
Image:UP019.gif|UP019.SPK - [[Floater]] autopsy&lt;br /&gt;
Image:UP020.gif|UP020.SPK - [[Muton]]&lt;br /&gt;
Image:UP021.gif|UP021.SPK - [[Muton]] autopsy&lt;br /&gt;
Image:UP022.gif|UP022.SPK - [[Reaper]]&lt;br /&gt;
Image:UP023.gif|UP023.SPK - [[Reaper]] autopsy&lt;br /&gt;
Image:UP024.gif|UP024.SPK - [[Sectoid]]&lt;br /&gt;
Image:UP025.gif|UP025.SPK - [[Sectoid]] autopsy&lt;br /&gt;
Image:UP026.gif|UP026.SPK - [[Sectopod]]&lt;br /&gt;
Image:UP027.gif|UP027.SPK - [[Sectopod]] autopsy&lt;br /&gt;
Image:UP028.gif|UP028.SPK - [[Silacoid]]&lt;br /&gt;
Image:UP029.gif|UP029.SPK - [[Silacoid]] autopsy&lt;br /&gt;
Image:UP030.gif|UP030.SPK - [[Snakeman]]&lt;br /&gt;
Image:UP031.gif|UP031.SPK - [[Snakeman]] autopsy&lt;br /&gt;
Image:UP032.gif|UP032.SPK - [[UFO Power Source]]&lt;br /&gt;
Image:UP033.gif|UP033.SPK - [[UFO Navigation]]&lt;br /&gt;
Image:UP034.gif|UP034.SPK - [[UFO Construction]]&lt;br /&gt;
Image:UP035.gif|UP035.SPK - [[Alien Food]]&lt;br /&gt;
Image:UP036.gif|UP036.SPK - [[Alien Reproduction]]&lt;br /&gt;
Image:UP037.gif|UP037.SPK - [[Alien Entertainment]]&lt;br /&gt;
Image:UP038.gif|UP038.SPK - [[Alien Surgery]]&lt;br /&gt;
Image:UP039.gif|UP039.SPK - [[Examination Room]]&lt;br /&gt;
Image:UP040.gif|UP040.SPK - [[Alien Alloys]]&lt;br /&gt;
Image:UP041.gif|UP041.SPK - [[Cyberdisc]]&lt;br /&gt;
Image:UP042.gif|UP042.SPK - [[Cyberdisc]] autopsy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GEOGRAPH]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27604</id>
		<title>UP001.SPK-UP042.SPK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27604"/>
		<updated>2010-02-24T05:09:09Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Images used by the [[UFOpaedia]], stored in the [[Image_Formats#SPK|SPK format]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;UP001.SPK-UP042.SPK UFOpaedia Images&amp;quot; widths=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:UP001.gif|UP001.SPK - [[Avenger]]&lt;br /&gt;
Image:UP002.gif|UP002.SPK - [[Interceptor]]&lt;br /&gt;
Image:UP003.gif|UP003.SPK - [[Lightning]]&lt;br /&gt;
Image:UP004.gif|UP004.SPK - [[Skyranger]]&lt;br /&gt;
Image:UP005.gif|UP005.SPK - [[Firestorm]]&lt;br /&gt;
Image:UP006.gif|UP006.SPK - [[Stingray]]&lt;br /&gt;
Image:UP007.gif|UP007.SPK - [[Avalanche]]&lt;br /&gt;
Image:UP008.gif|UP008.SPK - [[Cannon]]&lt;br /&gt;
Image:UP009.gif|UP009.SPK - [[Fusion Ball Launcher]]&lt;br /&gt;
Image:UP010.gif|UP009.SPK - [[Laser Cannon]]&lt;br /&gt;
Image:UP011.gif|UP011.SPK - [[Plasma Beam]]&lt;br /&gt;
Image:UP012.gif|UP012.SPK - [[Celatid]]&lt;br /&gt;
Image:UP013.gif|UP013.SPK - [[Celatid]] autopsy&lt;br /&gt;
Image:UP014.gif|UP014.SPK - [[Chryssalid]]&lt;br /&gt;
Image:UP015.gif|UP015.SPK - [[Chryssalid]] autopsy&lt;br /&gt;
Image:UP016.gif|UP016.SPK - [[Ethereal]]&lt;br /&gt;
Image:UP017.gif|UP017.SPK - [[Ethereal]] autopsy&lt;br /&gt;
Image:UP018.gif|UP018.SPK - [[Floater]]&lt;br /&gt;
Image:UP019.gif|UP019.SPK - [[Floater]] autopsy&lt;br /&gt;
Image:UP020.gif|UP020.SPK - [[Muton]]&lt;br /&gt;
Image:UP021.gif|UP021.SPK - [[Muton]] autopsy&lt;br /&gt;
Image:UP022.gif|UP022.SPK - [[Reaper]]&lt;br /&gt;
Image:UP023.gif|UP023.SPK - [[Reaper]] autopsy&lt;br /&gt;
Image:UP024.gif|UP024.SPK - [[Sectoid]]&lt;br /&gt;
Image:UP025.gif|UP025.SPK - [[Sectoid]] autopsy&lt;br /&gt;
Image:UP026.gif|UP026.SPK - [[Sectopod]]&lt;br /&gt;
Image:UP027.gif|UP027.SPK - [[Sectopod]] autopsy&lt;br /&gt;
Image:UP028.gif|UP028.SPK - [[Silacoid]]&lt;br /&gt;
Image:UP029.gif|UP029.SPK - [[Silacoid]] autopsy&lt;br /&gt;
Image:UP030.gif|UP030.SPK - [[Snakeman]]&lt;br /&gt;
Image:UP031.gif|UP031.SPK - [[Snakeman]] autopsy&lt;br /&gt;
Image:UP032.gif|UP032.SPK - [[UFO Power Source]]&lt;br /&gt;
Image:UP033.gif|UP033.SPK - [[UFO Navigation]]&lt;br /&gt;
Image:UP034.gif|UP034.SPK - [[UFO Construction]]&lt;br /&gt;
Image:UP035.gif|UP035.SPK - [[Alien Food]]&lt;br /&gt;
Image:UP036.gif|UP036.SPK - [[Alien Reproduction]]&lt;br /&gt;
Image:UP037.gif|UP037.SPK - [[Alien Entertainment]]&lt;br /&gt;
Image:UP038.gif|UP038.SPK - [[Alien Surgery]]&lt;br /&gt;
Image:UP039.gif|UP039.SPK - [[Examination Room]]&lt;br /&gt;
Image:UP040.gif|UP040.SPK - [[Alien Alloys]]&lt;br /&gt;
Image:UP041.gif|UP041.SPK - [[Cyberdisc]]&lt;br /&gt;
Image:UP042.gif|UP042.SPK - [[Cyberdisc]] autopsy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GEOGRAPH]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27603</id>
		<title>UP001.SPK-UP042.SPK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UP001.SPK-UP042.SPK&amp;diff=27603"/>
		<updated>2010-02-24T05:08:26Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
Images used by the [[UFOpaedia]], stored in the [[Image_Formats#SPK|SPK format]].&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;UP001.SPK-UP042.SPK UFOpaedia Images&amp;quot; widths=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:UP001.gif|UP001.SPK - [[Avenger]]&lt;br /&gt;
Image:UP002.gif|UP002.SPK - [[Interceptor]]&lt;br /&gt;
Image:UP003.gif|UP003.SPK - [[Lightning]]&lt;br /&gt;
Image:UP004.gif|UP004.SPK - [[Skyranger]]&lt;br /&gt;
Image:UP005.gif|UP005.SPK - [[Firestorm]]&lt;br /&gt;
Image:UP006.gif|UP006.SPK - [[Stingray]]&lt;br /&gt;
Image:UP007.gif|UP007.SPK - [[Avalanche]]&lt;br /&gt;
Image:UP008.gif|UP008.SPK - [[Cannon]]&lt;br /&gt;
Image:UP009.gif|UP009.SPK - [[Fusion Ball Launcher]]&lt;br /&gt;
Image:UP010.gif|UP009.SPK - [[Laser Cannon]]&lt;br /&gt;
Image:UP011.gif|UP011.SPK - [[Plasma Beam]]&lt;br /&gt;
Image:UP012.gif|UP012.SPK - [[Celatid]]&lt;br /&gt;
Image:UP013.gif|UP013.SPK - [[Celatid]] autopsy&lt;br /&gt;
Image:UP014.gif|UP014.SPK - [[Chryssalid]]&lt;br /&gt;
Image:UP015.gif|UP015.SPK - [[Chryssalid]] autopsy&lt;br /&gt;
Image:UP016.gif|UP016.SPK - [[Ethereal]]&lt;br /&gt;
Image:UP017.gif|UP017.SPK - [[Ethereal]] autopsy&lt;br /&gt;
Image:UP018.gif|UP018.SPK - [[Floater]]&lt;br /&gt;
Image:UP019.gif|UP019.SPK - [[Floater]] autopsy&lt;br /&gt;
Image:UP020.gif|UP020.SPK - [[Muton]]&lt;br /&gt;
Image:UP021.gif|UP021.SPK - [[Muton]] autopsy&lt;br /&gt;
Image:UP022.gif|UP022.SPK - [[Reaper]]&lt;br /&gt;
Image:UP023.gif|UP023.SPK - [[Reaper]] autopsy&lt;br /&gt;
Image:UP024.gif|UP024.SPK - [[Sectoid]]&lt;br /&gt;
Image:UP025.gif|UP025.SPK - [[Sectoid]] autopsy&lt;br /&gt;
Image:UP026.gif|UP026.SPK - [[Sectopod]]&lt;br /&gt;
Image:UP027.gif|UP027.SPK - [[Sectopod]] autopsy&lt;br /&gt;
Image:UP028.gif|UP028.SPK - [[Silacoid]]&lt;br /&gt;
Image:UP029.gif|UP029.SPK - [[Silacoid]] autopsy&lt;br /&gt;
Image:UP030.gif|UP029.SPK - [[Snakeman]]&lt;br /&gt;
Image:UP031.gif|UP031.SPK - [[Snakeman]] autopsy&lt;br /&gt;
Image:UP032.gif|UP032.SPK - [[UFO Power Source]]&lt;br /&gt;
Image:UP033.gif|UP033.SPK - [[UFO Navigation]]&lt;br /&gt;
Image:UP034.gif|UP034.SPK - [[UFO Construction]]&lt;br /&gt;
Image:UP035.gif|UP035.SPK - [[Alien Food]]&lt;br /&gt;
Image:UP036.gif|UP036.SPK - [[Alien Reproduction]]&lt;br /&gt;
Image:UP037.gif|UP037.SPK - [[Alien Entertainment]]&lt;br /&gt;
Image:UP038.gif|UP038.SPK - [[Alien Surgery]]&lt;br /&gt;
Image:UP039.gif|UP039.SPK - [[Examination Room]]&lt;br /&gt;
Image:UP040.gif|UP039.SPK - [[Alien Alloys]]&lt;br /&gt;
Image:UP041.gif|UP041.SPK - [[Cyberdisc]]&lt;br /&gt;
Image:UP042.gif|UP042.SPK - [[Cyberdisc]] autopsy&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GEOGRAPH]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=27112</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=27112"/>
		<updated>2010-01-21T02:23:33Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* TFTD Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
&lt;br /&gt;
P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
&lt;br /&gt;
Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
&lt;br /&gt;
I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
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So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
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:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
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:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
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:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent?&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=27111</id>
		<title>Talk:UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UNITREF.DAT&amp;diff=27111"/>
		<updated>2010-01-21T02:23:15Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: New section: TFTD Support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who has it - can we get listings of values for various aliens on the Unitref page, for some of the variables found in both Unitref and the Geoscape [[Talk:Overviews_of_Aliens|Alien stats]]? E.g. energy recharge (Unitref[35]), energy loss [45]... like what Danial did for Height. Some of it might go to NKF&#039;s redesigned [[Soldier]] page. I am trying to flesh out the Geoscape data so I know what everything is there (and can then extend it across difficulty levels). It has unlabelled fields with values, some of which I know must be these values... but there&#039;s no list for me to compare against. Thanks if you can help! ---[[User:MikeTheRed|MikeTheRed]] 19:37, 25 Nov 2005 (PST) &lt;br /&gt;
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P.S. We probably should clean up this Discussion some time. I will if I find the time to make sure everything has made its way to wherever it should go.&lt;br /&gt;
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== Offsets 0x30 &amp;amp; 0x34 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chopped out the majority of this page as it is no longer required. I&#039;m keeping the heights chart in case it is required - I&#039;ve also changed the &amp;quot;H-F&amp;quot; field to &amp;quot;H+F&amp;quot;, as this actually makes sense.&lt;br /&gt;
                [49] [51] &amp;quot;Tall&amp;quot; [48]  | [49] [48]    &lt;br /&gt;
   Class         Ht.  Flt   H+F  Wide  |  Ht. Wide Area&lt;br /&gt;
   ---------     ---  ---  ----  ----  |  --- ---- ----&lt;br /&gt;
   Sectoid       16    0    16    2    |   16   2   32     Area=Ht.*Wide&lt;br /&gt;
   Celatid       12    6    18    3    |   12   3   36&lt;br /&gt;
   Hovertank*    12    6    18    4    |   12   4   48     &lt;br /&gt;
   Silacoid      10    0    10    5    |   10   5   50 &lt;br /&gt;
   Snakeman      18    0    18    3    |   18   3   54 &lt;br /&gt;
   Zombie        18    0    18    3    |   18   3   54&lt;br /&gt;
   Cyberdisc     15    2    17    4    |   15   4   60&lt;br /&gt;
   Ethereal      20    0    20    3    |   20   3   60    &#039;&#039;All Hover/Tanks in their&lt;br /&gt;
   Chryssalid    21    0    21    3    |   21   3   63    &#039;&#039;class assumed to be same&lt;br /&gt;
   Civilian      21    2    23    3    |   21   3   63    &#039;&#039;altho not tested yet&lt;br /&gt;
   Floater       21    2    23    3    |   21   3   63&lt;br /&gt;
   Muton         21    0    21    3    |   21   3   63&lt;br /&gt;
   Tank*         16    0    16    4    |   16   4   64&lt;br /&gt;
   Soldier       22    0    22    3    |   22   3   66&lt;br /&gt;
   Reaper        23    0    23    4    |   23   4   92&lt;br /&gt;
   Sectopod      23    0    23    4    |   23   4   92&lt;br /&gt;
&lt;br /&gt;
Anyway, unitref[48] and unitref[52] remain somewhat of a mystery. Thus far we&#039;ve assumed them to be the unit&#039;s width. Today I tried tinkering with [48] to see of this was correct. As I cranked it up, I found no change in my accuracy, or as to how the Sectoid target blocked line of fire to the tiles behind it.&lt;br /&gt;
&lt;br /&gt;
When it reached the value of 37, however, the alien disappeared! I could not view it regardless of distance. In fact, I could even fire right through the tile it was standing on with no obstruction. The only sign that the alien was still there was the fact that my unit could not stand on the same square.&lt;br /&gt;
&lt;br /&gt;
I lowered [48] a bit and tried viewing the alien from different distances, and found that it appeared in the same way as it usually would, regardless of the value used. It&#039;s simply the case that going to 37 or above makes the alien invisible.&lt;br /&gt;
&lt;br /&gt;
I also tweaked [52] a bit, but found that it seemed to have no similar effects, if any at all.&lt;br /&gt;
&lt;br /&gt;
Although I haven&#039;t tested this any further as yet, it might be possible to use this effect in reverse - Create an &#039;invisible&#039; X-Com unit, and use it to observe how aliens act when they think we&#039;re not looking.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 00:44, 31 July 2006 (PDT)&lt;br /&gt;
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I have a strong belief that offset 48 is nothing else but the loftemps.dat entry used for collision checking with bullets. A first check is done against the unit height (taking into account floating height, terrain height, kneeling). If the check is OK, the loftemps entry is then used as a final check (effectively treating the unit as a cylinder). I&#039;ll try to decypher the code further. If others want to have a look, the code is around here:&lt;br /&gt;
 .text:004116AE 8B 15 5C 28 4A 00       mov     edx, pUnitPos&lt;br /&gt;
 ...&lt;br /&gt;
[[User:Seb76|Seb76]] 13:24, 10 April 2008 (PDT)&lt;br /&gt;
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I&#039;m inclined to agree with you, though I&#039;m not much good at reading through executable code. :( I hit on the same idea on my [[User_talk:Bomb_Bloke|talk page]]... I&#039;ve got some notes in there about how I think the firing system works, if you could find code to back it up I&#039;d be a happy boy.&lt;br /&gt;
&lt;br /&gt;
It&#039;s something of a long winded work-in-progress ramble, and I&#039;m sure some parts are confusing and/or dead wrong, but with any luck you can make some sort of sense of it. :) - [[User:Bomb Bloke|Bomb Bloke]] 18:34, 11 April 2008 (PDT)&lt;br /&gt;
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[[Image:Loftemps.png|thumb|right]]I mentionned it earlier but got no real feedback so I&#039;m adding a new section for it ;)&lt;br /&gt;
It looks like it is the loftemps entry used for collision detection with bullets. The main page says that setting it to 37 make the shots go right through the guys. If you have a look at the entry, you&#039;ll see why... The interesting thing is that the big units do not have special entries (unitref is common for all 4 parts so it would not have been possible to do otherwise) so a shot should be able to go through them (between the 4 parts). However, for the shot to be almost horizontal (or vertical) and traveling at the frontier between tiles (to go between the 4 &amp;quot;collision&amp;quot; circles), the shot should come from far far away so it is not likely to happened. Also depending on how the visibility check is performed, it may explain why alien suddenly disappeared when messing with the value (see discussion upper in this page). I suspect it is done using some kind of raytracing between the center of the 2 tiles (between the current unit and the target); so if the loftemps entry for the target has a &amp;quot;hole&amp;quot; in its center, it may become invisible. [[User:Seb76|Seb76]] 07:00, 1 June 2008 (PDT)&lt;br /&gt;
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I just edited unitref 048 and 052 of all my soldiers to 0 and the aliens never tried to shoot at me. When I edited 048 to 0 for all the Sectoids on a mission, my soldiers couldn&#039;t see them anymore (only takes effect the following round if edited in unitef.dat, but surprisingly aliens remain visible to you during their movement phase). Since loftemps 0 is an empty cell, the results make perfect sense. A value of 76 (both 48&amp;amp;52) makes aliens disappear too. I&#039;m not sure what the threshold is for disappearing, but a 3x3 block (loftemps 1) is still enough to be seen. --[[User:Zombie|Zombie]] 15:08, 17 August 2008 (PDT)&lt;br /&gt;
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Am I understanding correctly... for purposes of shots hitting, we&#039;re all &amp;quot;barrels&amp;quot; with a specific diameter (i.e. [[LOFTEMPS.DAT]] 2-5), height ([49]), and distance (float) off the ground ([51])? Right or wrong, it sounds like this is finally pretty sown up, excellent work. We could update the page&#039;s entries. I wonder why they repeated this value twice (i.e. [48] and [52] always the same)... maybe they once considered the possibility of a unit whose diameter can change from turn to turn? If so, some other heretofore unfathomable UNITREF bit or byte may have been intended to dictate whether they&#039;re currently using the diameter at [48] or [52]. -[[User:MikeTheRed|MikeTheRed]] 17:06, 17 August 2008 (PDT)&lt;br /&gt;
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While I&#039;ve no problem believing [48] is a LOF template reference, I hadn&#039;t added it to the main page because I wanted to be sure as to it&#039;s relationship with [52].&lt;br /&gt;
&lt;br /&gt;
See, at present, all we know about [52] is that it&#039;s the same as [48]. We haven&#039;t seen any effects from changing it.&lt;br /&gt;
&lt;br /&gt;
What I &#039;&#039;suspect&#039;&#039; is that one offset might be used for shots traveling along an angle parallel to the target, and one offset might be used for shots traveling perpendicular. This would basically allow units to be effectively oval shaped (or it would, if [48] and [52] weren&#039;t the same for all units).&lt;br /&gt;
&lt;br /&gt;
Just one of those things that I never got around to finishing the testing on. Would be dead easy to check, though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s still a little more to be researched before the entirety of the firing system is understood (see my talk page for a rambling explanation as to what IS known), but that&#039;s pretty much the basics of it.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:51, 17 August 2008 (PDT)&lt;br /&gt;
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---- &lt;br /&gt;
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BB and others, see my edits for [48]. Does it make sense? In particular, I estimated pixel width from that little LOFTEMPS .png by magnifying it a ton. Any and all comments or edits welcomed. It&#039;s interesting that the silacoid has the highest width, but a low cross-section - did anyone see the Star Trek TOS show with the very short, wide silicon aliens? -[[User:MikeTheRed|MikeTheRed]] 22:53, 23 August 2008 (PDT)&lt;br /&gt;
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Yes, you got the LOF widths correct. Though as you mentioned, they&#039;re only accurate assuming you&#039;re firing head on at your targets (as the templates aren&#039;t perfect circles, their width varies from other angles).&lt;br /&gt;
&lt;br /&gt;
I threw in the kneeling soldier stats and made a note concerning large units.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:21, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x3C ==&lt;br /&gt;
&lt;br /&gt;
I have a gut feeling it is related to the panic/berserk status of the unit... Any volunteer for testing? [[User:Seb76|Seb76]] 10:36, 22 March 2008 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Made a save where all soldiers had no morale. Ended turn, most of them panicked etc. Saved the game but that offset still came up as 0. Might only be flagged at runtime.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:01, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I checked and indeed the game sets and clears it in the same turn so it is always 0 in a savegame and hence there is no &#039;black box&#039; way of confirming it. I can provide disassembly screenshots if you want proofs however ;) [[User:Seb76|Seb76]] 05:45, 28 May 2008 (PDT)&lt;br /&gt;
:Actually after some thinking, it _might_ be possible... If you set the value to 3 for all entries, everyone may go berserk, with 2 they should run in fear and 1, they&#039;ll just crap their pants in place... [[User:Seb76|Seb76]] 07:09, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I tried it, and indeed my units did exactly that (at the start of their next turn - not that of the aliens).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x71 ==&lt;br /&gt;
Hmm, the code checks this offset before applying stun damage... It looks more like an &#039;immune to stun damage&#039; flag then. Strange... [[User:Seb76|Seb76]] 13:48, 7 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
By memory, the only things that use this are X-Com HWPs (which shouldn&#039;t have stun applied). It does toggle inventory access as described though it wouldn&#039;t surprise me if it also toggled stun damage.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:46, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:OK, I located the check and it is exactly what happens. BTW, if you want to try something, try to patch this with nops (0x90):&lt;br /&gt;
 .text:00412A20 A8 40                   test    al, 40h&lt;br /&gt;
 .text:00412A22 0F 85 00 02 00 00       jnz     exit                            ; default&lt;br /&gt;
:It should enable inventory screen for memory controlled units (could not test since I have no save files with psy units...) [[User:Seb76|Seb76]] 11:37, 8 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: So, to be clear, is this the location of the inventory screen check for mind controlled alien units? And here you are disabling the check by overwriting it with NOPS? Is there a nearby section of code that does the same check for tanks? I would like to be able to override this tank inventory check in order to play with [[User:Spike#Tank mods|Tank mods]]. It looks like NOPing the check logic is the right way to do it, since if instead I toggled the 0x71 flag for the tanks, they would than also become vulnerable to Stun? Though I also I think read somewhere that if you get to the inventory screen of a tank, the game crashes. It doesn&#039;t crash if you get to the inventory screen of an Alien large unit via the Alien Inventory or Alien Pets hacks (not sure which) in your UFOExtender. I was able to arm Reapers with dual Heavy Plasma or dual Blaster Launchers. (Unpleasant. They have 0% FA so they have to run up to you and spray with the Heavy Plasma. Not a problem with the Blaster Launcher.) [[User:Spike|Spike]] 13:59, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0xB ==&lt;br /&gt;
The value is used together as an offset to [[TERRAIN|MCDData]] offset 39 (describing TUs required to cross a tile walking/flying/sliding) so it most likely represent the way the unit moves. Still needs testing. [[User:Seb76|Seb76]] 13:27, 23 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a look at it for Snakemen and Silacoids, it&#039;s still 0 (same as it is for everything else).&lt;br /&gt;
&lt;br /&gt;
But that doesn&#039;t mean it remains at 0 when the game&#039;s running. Do you mean to say that the value here + 39 = the offset in the MCD array that says how many TUs were required to move past any given obstacles in the current map location?&lt;br /&gt;
&lt;br /&gt;
(That is, you&#039;d expect to see a 2 there for sliding units?)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:14, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Yep, exactly like that. Also it checks if the value is 0xff and prevent movement in that case. I&#039;ll try a live check with a debugger when I encounter snakemen. Maybe it&#039;s a part of code that was implemented but not put into usage. [[User:Seb76|Seb76]] 05:20, 25 May 2008 (PDT)&lt;br /&gt;
:Did the check and the value is indeed zero even for snakemen... BTW, is the movement type really working? I mean has anybody ever checked that e.g. snakemen really use different TU amount for tiles where TU usage is not the same between crawling and walking? [[User:Seb76|Seb76]] 06:43, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Truth be told I don&#039;t remember reading of anyone doing the tests, so I had a go myself.&lt;br /&gt;
&lt;br /&gt;
I tried first with the Avenger ramp, stuck it up in the air and had soldiers walk/fly onto it. Made no effect to their TU usage.&lt;br /&gt;
&lt;br /&gt;
Next I rigged a Snakeman mission in the arctic, stuck one of them in the middle of a pond. It wouldn&#039;t move on it&#039;s own, and I couldn&#039;t move it under mind control.&lt;br /&gt;
&lt;br /&gt;
So then I set 0xB to 2 just for that unit, and hey presto! Suddenly it was able to move freely, either under my control or otherwise. That&#039;s certainly the movement type flag... It&#039;s just not set in practise.&lt;br /&gt;
&lt;br /&gt;
Still, now I&#039;m wondering if 2 really was for sliders... It doesn&#039;t make sense that &amp;quot;fliers&amp;quot; (which I guess was supposed to include the likes of CyberDiscs, which &amp;quot;hover&amp;quot; even when on the ground) wouldn&#039;t be able to cross water, yet Snakemen could. Perhaps it should be the other way around?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 19:22, 25 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note that there are some tiles that have 0 MP cost for sliders. - [[User:Zaimoni|Zaimoni]] 22:28, 25 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I guess that puts the clincher on it. Only fliers would really be totally unhindered by ground rubble. I&#039;ve tweaked the MCD details page accordingly. - [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hehe, I knew it couldn&#039;t be anything else but movement type. Yet another entry for known bugs ;) I&#039;ll check if it&#039;s possible to reenable the feature. It&#039;ll depends if it&#039;s a bug or if it was voluntarily removed I guess... [[User:Seb76|Seb76]] 04:37, 26 May 2008 (PDT)&lt;br /&gt;
: Did a quick check and can confirm what is said in [[GEOSCAPE.EXE#Alien_Stats|Alien Stats]] page. Offset 0xB is filled with the 3rd &amp;quot;unknown&amp;quot; value of alien stats. It is set to 0 for all entries. Could not find any other place where it could possibly be set to another value. [[User:Seb76|Seb76]] 05:17, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
So it&#039;s just a matter of tweaking that for all relevant units, then. However, I reckon it was left unused intentionally - I doubt the map files really contain enough variety to make it worth including.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 05:25, 26 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Since TFTD was done later with the same engine, perhaps it makes use of this? However, given that a different team made it ([http://www.lasersquadnemesis.com/AboutUs.htm Terror from the Deep was developed by Microprose using code licensed by Mythos]), developers may not have known the feature was available... [[User:Seb76|Seb76]] 07:25, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I took a quick check, and sure enough found a Hallucinoid (the big flying squid thing) set to 2.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:31, 28 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offset 0x47 ==&lt;br /&gt;
&lt;br /&gt;
The only use I could find is that of updating [[SOURCEMP.DAT|mobile light sources]] (or something like that) when the unit dies/is rendered unconscious. Could not find anything else about this flag. [[User:Seb76|Seb76]] 05:24, 29 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Good work there. As a general statement, can I say - I&#039;ve been waiting for somebody to disassemble XCOM :) -[[User:MikeTheRed|MikeTheRed]] 21:18, 30 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I sat down to do some tests with this, but didn&#039;t bother too read to closely... I was selecting/moving units around when I probably shoulda been shooting at them.&lt;br /&gt;
&lt;br /&gt;
Oh well. For the record:&lt;br /&gt;
&lt;br /&gt;
Moving a unit causes a light check to be done on all your units. You may not see this light if one of your units is standing in a fog-of-war covered zone (say you just mind controlled an alien and haven&#039;t selected it yet).&lt;br /&gt;
&lt;br /&gt;
Selecting a unit does a fog-of-war check concerning what it can see, but does not do a light check.&lt;br /&gt;
&lt;br /&gt;
Whatever this offset is has no effect on the light produced by your units, or the aliens units. Your active guys ALWAYS fully illuminate their tile (even if this is 0) and the aliens provide no illumination at all. Will have to do some tests concerning what happens when you shoot them, but it seems odd: If a unit is dead I&#039;d expect a full light check to be done, since the unit isn&#039;t &amp;quot;active&amp;quot; it won&#039;t produce light, so I don&#039;t see how this offset is helpful there... You can&#039;t just remove the light values for this one unit because you might interfere with other nearby light sources, so you really have to calculate them all from scratch.&lt;br /&gt;
&lt;br /&gt;
But likewise it seems [[TERRAIN|MCD[58/3A]]] is similar; a street lamp is set to 1, a normal lamp to 10, but they both provide maximum illumination.&lt;br /&gt;
&lt;br /&gt;
Perhaps the programmers changed their mind about the lighting system at some point? Dunno.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 07:03, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Some of your note reminds me of what I wrote at [[Night_Missions#Personal_lighting]] ... does that help any? (probably not) -[[User:MikeTheRed|MikeTheRed]] 16:01, 20 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== On Fire Flag or Timer ? ==&lt;br /&gt;
&lt;br /&gt;
Do we have any idea where a flag is set to show the unit is on fire? This is persistent between saved games so it must be stored in a file somewhere. Possibly UNITPOS.DAT? It could be a flag, but more likely is either a countdown timer for turns remaining on fire, (values 1-5?), or a &amp;quot;what turn do I stop being on fire&amp;quot; timer value (like a grenade timer). &lt;br /&gt;
&lt;br /&gt;
I have uploaded a saved game file with a burning Aquatoid if anyone wants to take a look. I just don&#039;t have the right diff tools. Maybe with the Hex Workshop template... [[User:Spike|Spike]] 19:05, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Offset 114 in Unitref holds that data. --[[User:Zombie|Zombie]] 19:15, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry I did not read the article carefully enough. It&#039;s in there. [[User:Spike|Spike]] 19:16, 10 March 2009 (CDT)&lt;br /&gt;
&lt;br /&gt;
 114 / 72: If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
== Floating Civilians ==&lt;br /&gt;
&lt;br /&gt;
Civilians float 2 units off the ground, like Floaters and Cyberdisks. Soldiers don&#039;t. Should we consider this to be a bug? [[User:Spike|Spike]] 13:41, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably. I really doubt it&#039;s an intentional feature. --[[User:Zombie|Zombie]] 23:09, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Remembering morale vs health and pain killers ==&lt;br /&gt;
&lt;br /&gt;
The game remembers whether a health loss has or has not been used to regain morale via pain killers. Presumably this is stored somewhere in UNITREF.DAT? [[User:Spike|Spike]] 10:30, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Support ==&lt;br /&gt;
&lt;br /&gt;
It appears the name string starts at the same point in TFTD save points, which leads me to believe that the extra bytes are probably just appended at the end of the file, without much changing in the first 124 bytes per entry, anyone know what these extra 8 bytes might represent?&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=27110</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=27110"/>
		<updated>2010-01-21T02:20:20Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNITREF.DAT has a row width of 124 bytes for UFO, 132 for TFTD. Bytes are unsigned, except for Missions and Kills. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). The same format is used by the files [[UNIREF.DAT]] and [[UNIREF2.DAT]]. These are images of UNITREF.DAT saved in [[Saved_Game_Files#Missdat_Files|MISSDAT]] as of, respectively, the beginning of the last &amp;quot;live&amp;quot; combat game (i.e., not loaded from a savegame) and the last finished combat.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset (0 to 123) followed by the equivalent hex offset (00 to 7B) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;. Notes only apply to UFO (as opposed to TFTD) unless otherwise stated. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&#039;&#039;&#039;0 / 00:&#039;&#039;&#039; Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [53] &amp;amp; [54] (weapons in hands), [115] (gender) and [120] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                                &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier             0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier              1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier                       2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                            3: Tank&lt;br /&gt;
   4: Sectoid                                         4: Aquatoid&lt;br /&gt;
   5: Snakeman                                        5: Gillman&lt;br /&gt;
   6: Ethereal                                         6: Lobster Man&lt;br /&gt;
   7: Muton                                           7: Tasoth&lt;br /&gt;
   8: Floater                                         8: Calcinite&lt;br /&gt;
   9: Celatid                                         9: Deep One&lt;br /&gt;
  10: Silacoid                                       10: BioDrone&lt;br /&gt;
  11: Chryssalid                                     11: Tentaculat&lt;br /&gt;
  12: Reaper                                         12: Triscene&lt;br /&gt;
  13: Sectopod                                       13: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                                      14: Xarquid&lt;br /&gt;
  15: Male civilian                                  15: Male civilians&lt;br /&gt;
  16: Female civilian                                16: Female civilians&lt;br /&gt;
  17: Zombie                                         17: Zombie&lt;br /&gt;
  18: Unused (but it made the sound of a tank?)     255: Unused&lt;br /&gt;
 255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 / 01:&#039;&#039;&#039; Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, unitref[115] and unitref[116] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 / 02:&#039;&#039;&#039; Bitflags. &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; Seems to be consistent with different character models. &#039;&#039;MTR:&#039;&#039; I pulled those out of Hobbes&#039; savegame (see Note 4). There seems to be some differences. Could it be a dynamic byte instead of e.g. static relative to model or whatever?&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; 00100100   36 Floater&lt;br /&gt;
      10000000  128 Personal armour&lt;br /&gt;
      10001100  140 Power suit/flying suits&lt;br /&gt;
      11101000  232 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00010000   16 Hovertank/Plasma&lt;br /&gt;
      00111000   56 Psi unlocked soldier in flying suit&lt;br /&gt;
      00110000   48 Psi locked soldier in kevlar&lt;br /&gt;
      01010000   80 Aliens&lt;br /&gt;
      01010100   84 Cyberdisc&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100    4 Celatid&lt;br /&gt;
      00100100   36 Chryssalid, Civvie, Ethereal, Floater, Muton, Snakeman, &lt;br /&gt;
      11011100  220 Sectoid                          PA Soldier, Tank/Laser&lt;br /&gt;
      11111000  248 Silacoid       &lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Common to Cyberdiscs&lt;br /&gt;
      (  8) 4: Common to flying suits&lt;br /&gt;
      ( 16) 5: Common to all units&lt;br /&gt;
      ( 32) 6: Common to X-COM troopers&lt;br /&gt;
      ( 64) 7: Common to all enemies&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 / 03:&#039;&#039;&#039; Bitflags:&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00101110  46 Pers. armor&lt;br /&gt;
      10000101 133 Floater&lt;br /&gt;
      10111111 191 PS/FS&lt;br /&gt;
      11101100 236 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00100100  36 Psi locked soldier in kevlar&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      10000001 129 Cyberdisc&lt;br /&gt;
      10100101 165 Aliens&lt;br /&gt;
      10110101 181 Psi unlocked soldier in flying suit&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid     &#039;&#039;- from Hobbes&#039; savegame&#039;&#039;&lt;br /&gt;
      00000100   4 Celatid&lt;br /&gt;
      00100000  32 Floater&lt;br /&gt;
      00110000  48 Muton, Snakeman, Tank/Laser&lt;br /&gt;
      01110101 117 Sectoid&lt;br /&gt;
      10100000 160 Ethereal&lt;br /&gt;
      10110000 176 Civilian, PS (Power Suit) Soldier&lt;br /&gt;
     &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Small units&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Flying X-COM units&lt;br /&gt;
      ( 32) 6: Small units&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 / 04:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 10010001 145 PS/FS&lt;br /&gt;
      10011011 155 PA Soldier, Floater, Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01100001  97 Hovertank/Plasma, Psi unlocked soldier in flying suit&lt;br /&gt;
      01100010  98 Psi locked soldier in kevlar, Cyberdisc, Aliens&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00100000  32 Silacoid       &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      00100100  36 Celatid, PA Soldier, Tank/Laser&lt;br /&gt;
      00100101  37 Civilian, Muton, Snakeman&lt;br /&gt;
      01010011  83 Sectoid&lt;br /&gt;
      01011111  95 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 / 05:&#039;&#039;&#039; Flags 1 for units in play, 0 otherwise. Possible bitflags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 / 06:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00000000   0 Reaper&lt;br /&gt;
      00010000  16 Pers. armor&lt;br /&gt;
      00100000  32 PS/FS&lt;br /&gt;
      01010000  80 Floater&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01000000  64 Psi unlocked soldier in flying suit&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      11000100 196 Aliens&lt;br /&gt;
      11010100 212 Cyberdisc&lt;br /&gt;
      11101000 232 Psi locked soldier in kevlar&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100   4 Chryssalid      &#039;&#039;  - Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01000000  64 Floater&lt;br /&gt;
      10000100 132 Muton&lt;br /&gt;
      10000100 132 Snakeman&lt;br /&gt;
      10010100 148 Ethereal&lt;br /&gt;
      10011000 152 Tank/Laser&lt;br /&gt;
      10011100 156 Soldier psi locked in a power suit&lt;br /&gt;
      10101000 168 Celatid&lt;br /&gt;
      10101100 172 Sectoid&lt;br /&gt;
      11011000 216 Civilian&lt;br /&gt;
      11100100 228 Silacoid&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Enemies&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Large units&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: Always flagged?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 / 07:&#039;&#039;&#039; &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt;&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00000000   0 Hovertank/Plasma&lt;br /&gt;
      00010000  16 Cyberdisc&lt;br /&gt;
      00010001  17 Psi unlocked flying suit troopers&lt;br /&gt;
      00101011  43 Sectoid&lt;br /&gt;
      00101101  45 Psi locked kevlar troopers&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 01001110  78 Chryssalid, Floater    &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01111011 123 Tank/Laser&lt;br /&gt;
      01111100 124 PA Soldier &lt;br /&gt;
      01111101 125 Sectoid&lt;br /&gt;
      01111110 126 Civilian&lt;br /&gt;
      11001011 203 Ethereal&lt;br /&gt;
      11011111 223 Celatid, Silacoid&lt;br /&gt;
      11111011 251 Muton, Snakeman&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: Small units&lt;br /&gt;
      (  2) 2: Small aliens&lt;br /&gt;
      (  4) 3: Psi locked kevlar troopers&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: ?&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 / 08:&#039;&#039;&#039; Same for all units? (171) (11000011)&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00010011  19 Celatid, Silacoid   &#039;&#039;- from Hobbes&#039;&#039;&lt;br /&gt;
      00011110  30 Civilian, Muton, Snakeman, PA Soldier, Tank/Laser&lt;br /&gt;
      01001110  78 Sectoid&lt;br /&gt;
      01011001  89 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;Zaimoni:&#039;&#039; Bit 3 (significance 4) sometimes changes during alien turn/patrol AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 / 09:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 / 0A:&#039;&#039;&#039; Unit facing. Does NOT control HWP turret direction; see [024].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11 / 0B:&#039;&#039;&#039; Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[TERRAIN|MCD]][39+UnitRef[11]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 / 0C:&#039;&#039;&#039; Current TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 / 0D:&#039;&#039;&#039; Current Health. Health of 0 = Dead. Compare [42], [120].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 / 0E:&#039;&#039;&#039; Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15 / 0F:&#039;&#039;&#039; Current Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16 / 10:&#039;&#039;&#039; Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17 / 11:&#039;&#039;&#039; Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 / 12:&#039;&#039;&#039; Current Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 / 13:&#039;&#039;&#039; Current Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20 / 14:&#039;&#039;&#039; Current Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21 / 15:&#039;&#039;&#039; Current Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22 / 16:&#039;&#039;&#039; Current Under Armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23 / 17:&#039;&#039;&#039; Base Firing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24 / 18:&#039;&#039;&#039; Base Throwing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [010].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25 / 19:&#039;&#039;&#039; Base TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26 / 1A:&#039;&#039;&#039; Base Health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27 / 1B:&#039;&#039;&#039; Base Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28 / 1C:&#039;&#039;&#039; Base Reactions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29 / 1D:&#039;&#039;&#039; Base Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30 / 1E:&#039;&#039;&#039; Base Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31 / 1F:&#039;&#039;&#039; Base Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32 / 20:&#039;&#039;&#039; Base Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33 / 21:&#039;&#039;&#039; Base Under Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34 / 22:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35 / 23:&#039;&#039;&#039; Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [45] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36 / 24:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37 / 25:&#039;&#039;&#039; Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38 / 26:&#039;&#039;&#039; Item to create when unit is unconcious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39 / 27:&#039;&#039;&#039; &amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40 / 28:&#039;&#039;&#039; Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41 / 29:&#039;&#039;&#039; &#039;&#039;BombBloke:&#039;&#039; Something to do with large units. Changes during gameplay. Have seen values of 2, 3, 5, 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 / 2A:&#039;&#039;&#039; Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [13] (Health=0) seems to be the only reliable death indicator for them. Compare [120]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43 / 2B:&#039;&#039;&#039; 0 or 1? In Hobbes&#039; savegame, civvies and sectoids are 1. All others are 0 (soldiers, aliens, terrorists, tank).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MTR: If the next byte is &amp;quot;aggression&amp;quot;, and civvies and sectoids have a 1 here, could this be &amp;quot;cowardliness&amp;quot;? Likelihood to panic; to do something dumb/random? We&#039;ve all seen civvies running around in a mad / random panic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44 / 2C:&#039;&#039;&#039; Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2.  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45 / 2D:&#039;&#039;&#039; Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [35] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46 / 2E:&#039;&#039;&#039; HWP turret image. Only used (and only appears) if unit type [00]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [113] and [117].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47 / 2F:&#039;&#039;&#039; This is a direct copy of offset[48] from the MCD record (see [[TERRAIN]]) of the tile the unit is standing on. A signed byte.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48 / 30:&#039;&#039;&#039; Values for this byte always equal [52] and are:&lt;br /&gt;
   2  (5 pixels):  Sectoid&lt;br /&gt;
   3  (7 pixels):  Celatid, Chryssalid, Civvie, Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [49]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [49] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                       LOF     LOF             Cross    Percent&lt;br /&gt;
                      Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type                 &#039;&#039;UR[48]  Pixels  UR[49] Pxls X Ht  (16x24)   UR[51]&#039;&#039;&lt;br /&gt;
 ----                 ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid                 2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid                 3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)      3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank               4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid                5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                  3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal                3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc               4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid              3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian                3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater                 3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                   3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                    4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier                 3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                  4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
The unit Float number (Unitref[51], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49 / 31:&#039;&#039;&#039; [[height|Standing height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50 / 32:&#039;&#039;&#039; [[height|Kneeling height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51 / 33:&#039;&#039;&#039; Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The heighest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52 / 34:&#039;&#039;&#039; Always the same as [48] in all known saved games. XCOMmies are trying to test its significance, as seen at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53 / 35&#039;&#039;&#039; and &#039;&#039;&#039;54 / 36:&#039;&#039;&#039; Image index for item in left and right hand, respectively. 255 for none. Indexes into obdata.dat, not obpos.dat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but these bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;55 / 37:&#039;&#039;&#039; [[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;56 / 38:&#039;&#039;&#039; [[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;57 / 39:&#039;&#039;&#039; [[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;58 / 3A:&#039;&#039;&#039; Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;59 / 3B:&#039;&#039;&#039; [[Bravery]] = 110 - (10 * value)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;60 / 3C:&#039;&#039;&#039; Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;61 / 3D:&#039;&#039;&#039; Unitref[062] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;62 / 3E:&#039;&#039;&#039; Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;63 / 3F:&#039;&#039;&#039; Number of [[Fatal Wounds]] to head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;64 / 40:&#039;&#039;&#039; Number of fatal wounds to torso.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;65 / 41:&#039;&#039;&#039; Number of fatal wounds to right arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;66 / 42:&#039;&#039;&#039; Number of fatal wounds to left arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;67 / 43:&#039;&#039;&#039; Number of fatal wounds to right leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;68 / 44:&#039;&#039;&#039; Number of fatal wounds to left leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;69 / 45&#039;&#039;&#039; and &#039;&#039;&#039;70 / 46:&#039;&#039;&#039; Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;71 / 47:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Always 16 for XCom units, 1 for cyberdisc, 0 for others? Perhaps involves mobile lighting - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;72 / 48:&#039;&#039;&#039; Always 0? May be paired with [71].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;73 / 49:&#039;&#039;&#039; Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;74 / 4A:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Could be the unit spotted icon identifier? Could point to visible enemy units?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MikeTheRed:&#039;&#039; XCOMs always have 0, but Mutons have values of 0-3 (usually 0 or 2, and often fluctuating) in a firing squad situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75 / 4B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;76-77 / 4C-4D:&#039;&#039;&#039; Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;78-79 / 4E-4F:&#039;&#039;&#039; Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;80 / 50:&#039;&#039;&#039; [[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;81 / 51:&#039;&#039;&#039; [[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 / 52:&#039;&#039;&#039; [[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;83 / 53:&#039;&#039;&#039; [[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;84 / 54:&#039;&#039;&#039; [[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;85 / 55:&#039;&#039;&#039; [[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;86-111 / 56-6F:&#039;&#039;&#039;  Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;112 / 70:&#039;&#039;&#039; 0; sometimes 1 for aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;113 / 71:&#039;&#039;&#039; If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
UnitRef[1] actually determines the inventory screen used, might be worth playing with that. UnitRef[46] determines the layout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;114 / 72:&#039;&#039;&#039; If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;115 / 73:&#039;&#039;&#039; Gender: 0 = male, 1 = female.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;116 / 74:&#039;&#039;&#039; Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;117 / 75:&#039;&#039;&#039; Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                          F.A.  TUs        F.A.  TUs&lt;br /&gt;
      0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
      1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
      2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
      3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
      4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
      5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
     22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
    255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [46], [113], and [118].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 / 76:&#039;&#039;&#039; Ammo for [117] turret weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;119 / 77:&#039;&#039;&#039; Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
      00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
      00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
      00000101   5 Snakeman&lt;br /&gt;
      00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
      00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
      00010011  19 Snakeman&lt;br /&gt;
      00100110  38 PA Soldier&lt;br /&gt;
      00101010  42 Muton(3)&lt;br /&gt;
      00110001  49 Muton&lt;br /&gt;
      00110010  50 PA Soldier&lt;br /&gt;
      00110101  53 Silacoid(2)&lt;br /&gt;
      00111011  59 Celatid&lt;br /&gt;
      00111111  63 Silacoid&lt;br /&gt;
      01001110  78 PA Soldier&lt;br /&gt;
      01100111 103 PA Soldier&lt;br /&gt;
      01111111 127 Muton&lt;br /&gt;
      10010000 144 Muton&lt;br /&gt;
      11000000 192 Celatid&lt;br /&gt;
      11111110 254 Muton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;120 / 78:&#039;&#039;&#039; Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
    (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                        &#039;&#039;[13] (Health=0) is the most reliable indicator for me. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
    (  2) 2: 1 = Unit can fly.&lt;br /&gt;
    (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
    (  8) 4: ??? Seems to flag if the unit has been selected this turn.&lt;br /&gt;
    ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
                 (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
    ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
    ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
    (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
                 Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;121 / 79:&#039;&#039;&#039; Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;122 / 7A:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;123 / 7B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets 23-28, etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset 78-79) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets 80-85) causes stat and rank increases, and decreased health (offset 26 - offset 13) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets 80-85) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset 85) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets 80-82 or 84-85; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   Offset of weapon from unit image?&lt;br /&gt;
   Firing sprite offset?&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout?&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 99 values.&lt;br /&gt;
   Unknown values (25 in total):&lt;br /&gt;
   [002] [003] [004] [005] [006] [007] [008] [009] [034]&lt;br /&gt;
   [036] [041] [043] [052] [069] [070] [071] [072] [074] &lt;br /&gt;
   [075] [112] [119] [120] [121] [122] [123]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=26944</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=26944"/>
		<updated>2010-01-15T04:03:12Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNITREF.DAT has a row width of 124 bytes for UFO, 132 for TFTD. Bytes are unsigned, except for Missions and Kills. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). The same format is used by the files [[UNIREF.DAT]] and [[UNIREF2.DAT]]. These are images of UNITREF.DAT saved in [[Saved_Game_Files#Missdat_Files|MISSDAT]] as of, respectively, the beginning of the last &amp;quot;live&amp;quot; combat game (i.e., not loaded from a savegame) and the last finished combat.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset (0 to 123) followed by the equivalent hex offset (00 to 7B) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;. Notes only apply to UFO (as opposed to TFTD) unless otherwise stated. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&#039;&#039;&#039;0 / 00:&#039;&#039;&#039; Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [53] &amp;amp; [54] (weapons in hands), [115] (gender) and [120] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                                &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier             0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier              1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier                       2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                            3: Tank&lt;br /&gt;
   4: Sectoid                                         4: Aquatoid&lt;br /&gt;
   5: Snakeman                                        5: Gillman&lt;br /&gt;
   6: Ethereal                                         6: Lobster Man&lt;br /&gt;
   7: Muton                                           7: Tasoth&lt;br /&gt;
   8: Floater                                         8: Calcinite&lt;br /&gt;
   9: Celatid                                         9: Deep One&lt;br /&gt;
  10: Silacoid                                       10: BioDrone&lt;br /&gt;
  11: Chryssalid                                     11: Tentaculat&lt;br /&gt;
  12: Reaper                                         12: Triscene&lt;br /&gt;
  13: Sectopod                                       13: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                                      14: Xarquid&lt;br /&gt;
  15: Male civilian                                  15: Male civilians&lt;br /&gt;
  16: Female civilian                                16: Female civilians&lt;br /&gt;
  17: Zombie                                         17: Zombie&lt;br /&gt;
  18: Unused (but it made the sound of a tank?)&lt;br /&gt;
 255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 / 01:&#039;&#039;&#039; Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, unitref[115] and unitref[116] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 / 02:&#039;&#039;&#039; Bitflags. &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; Seems to be consistent with different character models. &#039;&#039;MTR:&#039;&#039; I pulled those out of Hobbes&#039; savegame (see Note 4). There seems to be some differences. Could it be a dynamic byte instead of e.g. static relative to model or whatever?&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; 00100100   36 Floater&lt;br /&gt;
      10000000  128 Personal armour&lt;br /&gt;
      10001100  140 Power suit/flying suits&lt;br /&gt;
      11101000  232 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00010000   16 Hovertank/Plasma&lt;br /&gt;
      00111000   56 Psi unlocked soldier in flying suit&lt;br /&gt;
      00110000   48 Psi locked soldier in kevlar&lt;br /&gt;
      01010000   80 Aliens&lt;br /&gt;
      01010100   84 Cyberdisc&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100    4 Celatid&lt;br /&gt;
      00100100   36 Chryssalid, Civvie, Ethereal, Floater, Muton, Snakeman, &lt;br /&gt;
      11011100  220 Sectoid                          PA Soldier, Tank/Laser&lt;br /&gt;
      11111000  248 Silacoid       &lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Common to Cyberdiscs&lt;br /&gt;
      (  8) 4: Common to flying suits&lt;br /&gt;
      ( 16) 5: Common to all units&lt;br /&gt;
      ( 32) 6: Common to X-COM troopers&lt;br /&gt;
      ( 64) 7: Common to all enemies&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 / 03:&#039;&#039;&#039; Bitflags:&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00101110  46 Pers. armor&lt;br /&gt;
      10000101 133 Floater&lt;br /&gt;
      10111111 191 PS/FS&lt;br /&gt;
      11101100 236 Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00100100  36 Psi locked soldier in kevlar&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      10000001 129 Cyberdisc&lt;br /&gt;
      10100101 165 Aliens&lt;br /&gt;
      10110101 181 Psi unlocked soldier in flying suit&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid     &#039;&#039;- from Hobbes&#039; savegame&#039;&#039;&lt;br /&gt;
      00000100   4 Celatid&lt;br /&gt;
      00100000  32 Floater&lt;br /&gt;
      00110000  48 Muton, Snakeman, Tank/Laser&lt;br /&gt;
      01110101 117 Sectoid&lt;br /&gt;
      10100000 160 Ethereal&lt;br /&gt;
      10110000 176 Civilian, PS (Power Suit) Soldier&lt;br /&gt;
     &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Small units&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Flying X-COM units&lt;br /&gt;
      ( 32) 6: Small units&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 / 04:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 10010001 145 PS/FS&lt;br /&gt;
      10011011 155 PA Soldier, Floater, Reaper&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01100001  97 Hovertank/Plasma, Psi unlocked soldier in flying suit&lt;br /&gt;
      01100010  98 Psi locked soldier in kevlar, Cyberdisc, Aliens&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00100000  32 Silacoid       &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      00100100  36 Celatid, PA Soldier, Tank/Laser&lt;br /&gt;
      00100101  37 Civilian, Muton, Snakeman&lt;br /&gt;
      01010011  83 Sectoid&lt;br /&gt;
      01011111  95 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 / 05:&#039;&#039;&#039; Flags 1 for units in play, 0 otherwise. Possible bitflags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 / 06:&#039;&#039;&#039; Possible bitflags.&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;NKF:&#039;&#039; 00000000   0 Reaper&lt;br /&gt;
      00010000  16 Pers. armor&lt;br /&gt;
      00100000  32 PS/FS&lt;br /&gt;
      01010000  80 Floater&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 01000000  64 Psi unlocked soldier in flying suit&lt;br /&gt;
      01010000  80 Hovertank/Plasma&lt;br /&gt;
      11000100 196 Aliens&lt;br /&gt;
      11010100 212 Cyberdisc&lt;br /&gt;
      11101000 232 Psi locked soldier in kevlar&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000100   4 Chryssalid      &#039;&#039;  - Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01000000  64 Floater&lt;br /&gt;
      10000100 132 Muton&lt;br /&gt;
      10000100 132 Snakeman&lt;br /&gt;
      10010100 148 Ethereal&lt;br /&gt;
      10011000 152 Tank/Laser&lt;br /&gt;
      10011100 156 Soldier psi locked in a power suit&lt;br /&gt;
      10101000 168 Celatid&lt;br /&gt;
      10101100 172 Sectoid&lt;br /&gt;
      11011000 216 Civilian&lt;br /&gt;
      11100100 228 Silacoid&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: ?&lt;br /&gt;
      (  2) 2: ?&lt;br /&gt;
      (  4) 3: Enemies&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: Large units&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: Always flagged?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 / 07:&#039;&#039;&#039; &amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt;&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
  &#039;&#039;BB:&#039;&#039; 00000000   0 Hovertank/Plasma&lt;br /&gt;
      00010000  16 Cyberdisc&lt;br /&gt;
      00010001  17 Psi unlocked flying suit troopers&lt;br /&gt;
      00101011  43 Sectoid&lt;br /&gt;
      00101101  45 Psi locked kevlar troopers&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 01001110  78 Chryssalid, Floater    &#039;&#039;- Hobbes&#039; game&#039;&#039;&lt;br /&gt;
      01111011 123 Tank/Laser&lt;br /&gt;
      01111100 124 PA Soldier &lt;br /&gt;
      01111101 125 Sectoid&lt;br /&gt;
      01111110 126 Civilian&lt;br /&gt;
      11001011 203 Ethereal&lt;br /&gt;
      11011111 223 Celatid, Silacoid&lt;br /&gt;
      11111011 251 Muton, Snakeman&lt;br /&gt;
      &lt;br /&gt;
      (  1) 1: Small units&lt;br /&gt;
      (  2) 2: Small aliens&lt;br /&gt;
      (  4) 3: Psi locked kevlar troopers&lt;br /&gt;
      (  8) 4: ?&lt;br /&gt;
      ( 16) 5: ?&lt;br /&gt;
      ( 32) 6: ?&lt;br /&gt;
      ( 64) 7: ?&lt;br /&gt;
      (128) 8: ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 / 08:&#039;&#039;&#039; Same for all units? (171) (11000011)&lt;br /&gt;
      &amp;lt;u&amp;gt;87654321&amp;lt;/u&amp;gt;&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00010011  19 Celatid, Silacoid   &#039;&#039;- from Hobbes&#039;&#039;&lt;br /&gt;
      00011110  30 Civilian, Muton, Snakeman, PA Soldier, Tank/Laser&lt;br /&gt;
      01001110  78 Sectoid&lt;br /&gt;
      01011001  89 Chryssalid, Ethereal, Floater&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;Zaimoni:&#039;&#039; Bit 3 (significance 4) sometimes changes during alien turn/patrol AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 / 09:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 / 0A:&#039;&#039;&#039; Unit facing. Does NOT control HWP turret direction; see [024].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11 / 0B:&#039;&#039;&#039; Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[TERRAIN|MCD]][39+UnitRef[11]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 / 0C:&#039;&#039;&#039; Current TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 / 0D:&#039;&#039;&#039; Current Health. Health of 0 = Dead. Compare [42], [120].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 / 0E:&#039;&#039;&#039; Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15 / 0F:&#039;&#039;&#039; Current Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16 / 10:&#039;&#039;&#039; Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17 / 11:&#039;&#039;&#039; Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 / 12:&#039;&#039;&#039; Current Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 / 13:&#039;&#039;&#039; Current Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20 / 14:&#039;&#039;&#039; Current Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21 / 15:&#039;&#039;&#039; Current Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22 / 16:&#039;&#039;&#039; Current Under Armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23 / 17:&#039;&#039;&#039; Base Firing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24 / 18:&#039;&#039;&#039; Base Throwing accuracy. Current value = this * [013]/[026] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [010].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25 / 19:&#039;&#039;&#039; Base TUs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26 / 1A:&#039;&#039;&#039; Base Health&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27 / 1B:&#039;&#039;&#039; Base Energy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28 / 1C:&#039;&#039;&#039; Base Reactions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29 / 1D:&#039;&#039;&#039; Base Front Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30 / 1E:&#039;&#039;&#039; Base Left Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31 / 1F:&#039;&#039;&#039; Base Right Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32 / 20:&#039;&#039;&#039; Base Rear Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33 / 21:&#039;&#039;&#039; Base Under Armour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34 / 22:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35 / 23:&#039;&#039;&#039; Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [45] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36 / 24:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37 / 25:&#039;&#039;&#039; Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38 / 26:&#039;&#039;&#039; Item to create when unit is unconcious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39 / 27:&#039;&#039;&#039; &amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40 / 28:&#039;&#039;&#039; Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41 / 29:&#039;&#039;&#039; &#039;&#039;BombBloke:&#039;&#039; Something to do with large units. Changes during gameplay. Have seen values of 2, 3, 5, 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42 / 2A:&#039;&#039;&#039; Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [13] (Health=0) seems to be the only reliable death indicator for them. Compare [120]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43 / 2B:&#039;&#039;&#039; 0 or 1? In Hobbes&#039; savegame, civvies and sectoids are 1. All others are 0 (soldiers, aliens, terrorists, tank).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MTR: If the next byte is &amp;quot;aggression&amp;quot;, and civvies and sectoids have a 1 here, could this be &amp;quot;cowardliness&amp;quot;? Likelihood to panic; to do something dumb/random? We&#039;ve all seen civvies running around in a mad / random panic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44 / 2C:&#039;&#039;&#039; Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2.  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45 / 2D:&#039;&#039;&#039; Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [35] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46 / 2E:&#039;&#039;&#039; HWP turret image. Only used (and only appears) if unit type [00]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [113] and [117].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47 / 2F:&#039;&#039;&#039; This is a direct copy of offset[48] from the MCD record (see [[TERRAIN]]) of the tile the unit is standing on. A signed byte.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48 / 30:&#039;&#039;&#039; Values for this byte always equal [52] and are:&lt;br /&gt;
   2  (5 pixels):  Sectoid&lt;br /&gt;
   3  (7 pixels):  Celatid, Chryssalid, Civvie, Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [49]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [49] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                       LOF     LOF             Cross    Percent&lt;br /&gt;
                      Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type                 &#039;&#039;UR[48]  Pixels  UR[49] Pxls X Ht  (16x24)   UR[51]&#039;&#039;&lt;br /&gt;
 ----                 ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid                 2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid                 3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)      3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank               4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid                5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                  3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal                3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc               4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid              3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian                3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater                 3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                   3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                    4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier                 3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                  4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
The unit Float number (Unitref[51], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49 / 31:&#039;&#039;&#039; [[height|Standing height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50 / 32:&#039;&#039;&#039; [[height|Kneeling height]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51 / 33:&#039;&#039;&#039; Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The heighest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52 / 34:&#039;&#039;&#039; Always the same as [48] in all known saved games. XCOMmies are trying to test its significance, as seen at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53 / 35&#039;&#039;&#039; and &#039;&#039;&#039;54 / 36:&#039;&#039;&#039; Image index for item in left and right hand, respectively. 255 for none. Indexes into obdata.dat, not obpos.dat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but these bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;55 / 37:&#039;&#039;&#039; [[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;56 / 38:&#039;&#039;&#039; [[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;57 / 39:&#039;&#039;&#039; [[Psionic Strength]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;58 / 3A:&#039;&#039;&#039; Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;59 / 3B:&#039;&#039;&#039; [[Bravery]] = 110 - (10 * value)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;60 / 3C:&#039;&#039;&#039; Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;61 / 3D:&#039;&#039;&#039; Unitref[062] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;62 / 3E:&#039;&#039;&#039; Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;63 / 3F:&#039;&#039;&#039; Number of [[Fatal Wounds]] to head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;64 / 40:&#039;&#039;&#039; Number of fatal wounds to torso.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;65 / 41:&#039;&#039;&#039; Number of fatal wounds to right arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;66 / 42:&#039;&#039;&#039; Number of fatal wounds to left arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;67 / 43:&#039;&#039;&#039; Number of fatal wounds to right leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;68 / 44:&#039;&#039;&#039; Number of fatal wounds to left leg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;69 / 45&#039;&#039;&#039; and &#039;&#039;&#039;70 / 46:&#039;&#039;&#039; Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;71 / 47:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Always 16 for XCom units, 1 for cyberdisc, 0 for others? Perhaps involves mobile lighting - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;72 / 48:&#039;&#039;&#039; Always 0? May be paired with [71].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;73 / 49:&#039;&#039;&#039; Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;74 / 4A:&#039;&#039;&#039; &#039;&#039;NKF:&#039;&#039; Could be the unit spotted icon identifier? Could point to visible enemy units?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MikeTheRed:&#039;&#039; XCOMs always have 0, but Mutons have values of 0-3 (usually 0 or 2, and often fluctuating) in a firing squad situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;75 / 4B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;76-77 / 4C-4D:&#039;&#039;&#039; Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;78-79 / 4E-4F:&#039;&#039;&#039; Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;80 / 50:&#039;&#039;&#039; [[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;81 / 51:&#039;&#039;&#039; [[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;82 / 52:&#039;&#039;&#039; [[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;83 / 53:&#039;&#039;&#039; [[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;84 / 54:&#039;&#039;&#039; [[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;85 / 55:&#039;&#039;&#039; [[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;86-111 / 56-6F:&#039;&#039;&#039;  Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;112 / 70:&#039;&#039;&#039; 0; sometimes 1 for aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;113 / 71:&#039;&#039;&#039; If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
UnitRef[1] actually determines the inventory screen used, might be worth playing with that. UnitRef[46] determines the layout.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;114 / 72:&#039;&#039;&#039; If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;115 / 73:&#039;&#039;&#039; Gender: 0 = male, 1 = female.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;116 / 74:&#039;&#039;&#039; Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;117 / 75:&#039;&#039;&#039; Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                          F.A.  TUs        F.A.  TUs&lt;br /&gt;
      0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
      1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
      2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
      3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
      4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
      5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
      7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
     22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
    255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [46], [113], and [118].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;118 / 76:&#039;&#039;&#039; Ammo for [117] turret weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;119 / 77:&#039;&#039;&#039; Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039; 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
      00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
      00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
      00000101   5 Snakeman&lt;br /&gt;
      00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
      00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
      00010011  19 Snakeman&lt;br /&gt;
      00100110  38 PA Soldier&lt;br /&gt;
      00101010  42 Muton(3)&lt;br /&gt;
      00110001  49 Muton&lt;br /&gt;
      00110010  50 PA Soldier&lt;br /&gt;
      00110101  53 Silacoid(2)&lt;br /&gt;
      00111011  59 Celatid&lt;br /&gt;
      00111111  63 Silacoid&lt;br /&gt;
      01001110  78 PA Soldier&lt;br /&gt;
      01100111 103 PA Soldier&lt;br /&gt;
      01111111 127 Muton&lt;br /&gt;
      10010000 144 Muton&lt;br /&gt;
      11000000 192 Celatid&lt;br /&gt;
      11111110 254 Muton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;120 / 78:&#039;&#039;&#039; Unit bit flags, mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
    (  1) 1: 1 = Dead.  &#039;&#039;This was only set for 2 of 3 dead aliens in my current game.&#039;&#039;&lt;br /&gt;
                        &#039;&#039;[13] (Health=0) is the most reliable indicator for me. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
    (  2) 2: 1 = Unit can fly.&lt;br /&gt;
    (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
    (  8) 4: ??? Seems to flag if the unit has been selected this turn.&lt;br /&gt;
    ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
                 (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
    ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
    ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
    (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
                 Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;121 / 79:&#039;&#039;&#039; Possible Values: 0 or 16. All units in unitref.dat get a value of 0 except for the second unit in the list which gets 16. Doesn&#039;t matter if the second unit is a soldier, a tank, or an alien. It&#039;s always 16. Editing it to 0 doesn&#039;t crash the game or have any dire consequences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;122 / 7A:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;123 / 7B:&#039;&#039;&#039; Always 0?&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets 23-28, etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset 78-79) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets 80-85) causes stat and rank increases, and decreased health (offset 26 - offset 13) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets 80-85) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset 85) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets 80-82 or 84-85; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   Offset of weapon from unit image?&lt;br /&gt;
   Firing sprite offset?&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout?&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 99 values.&lt;br /&gt;
   Unknown values (25 in total):&lt;br /&gt;
   [002] [003] [004] [005] [006] [007] [008] [009] [034]&lt;br /&gt;
   [036] [041] [043] [052] [069] [070] [071] [072] [074] &lt;br /&gt;
   [075] [112] [119] [120] [121] [122] [123]&lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=DIPLOM.DAT&amp;diff=26918</id>
		<title>DIPLOM.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=DIPLOM.DAT&amp;diff=26918"/>
		<updated>2010-01-13T07:08:08Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains the information about how much money the various nations are giving you in funding, both current and for the graph, among other things. It is 576 bytes long, split into 16 records of 36 bytes long, one for each country. The record start points, by country are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Offset dec (hex)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Country&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0 (0x0000)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 (0x0024)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Russia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;72 (0x0048)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UK&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;108 (0x006C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;France&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;144 (0x0090)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Germany&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;180 (0x00B4)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Italy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;216 (0x00D8)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;252 (0x00FC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;China&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;288 (0x0120)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Japan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;324 (0x0144)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;India&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;360 (0x0168)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brazil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;396 (0x018C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Australia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;432 (0x01B0)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nigeria&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;468 (0x01D4)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;South Africa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;504 (0x01F8)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Egypt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;540 (0x021C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Canada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within each record, there are several pieces of information, they are all signed 2 byte numeric fields:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Meaning&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0 (0x00)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pointer to country name in string table (starts at 602 (0x025A), increase 1 each record) &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 (0x02)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Satisfaction Rating, 3 is happy, 2 is average, 1 is unhappy, 0 will sign pact/stop funding   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 to 26 (0x04 to 0x1A)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding values (in $k) starts with Jan, runs to Dec&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;28 (0x1C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding change (in $k) &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 (0x1E)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Non zero (1 when game sets it) means that the country will sign pact at end of month&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;32 (0x20)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Starting Funding base value, ranges 110 to 600 (in $k)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;34 (0x22)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding cap (ranges 2k to 10k, equates to 2-10M)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Satisfaction rating does not seem to drop to 2 any month a country doesnt increase funding, so not sure of the extra relationship here, but 0 always results in them stopping funding at the end of the month (I think you still get paid the one last time, as you are always seeing next months budget effectively). Possibly happy countries can randomly decide to not increase funding anyway. Setting this value to 2 or 1 before month end doesnt seem to affect the funding change either, setting it 0 will though, at least when you have a good score.&lt;br /&gt;
&lt;br /&gt;
Bytes 32 to 33 are what is used to base the starting Funding on, it initially randomly gets a value from 100-200% of the value listed for each country. For game balance reasons it then scales the entire result so that it comes to approximately 6 million, with an error of +-15 because of the way it scales the result, this can sometimes push a country slightly higher or lower than the original range would have allowed it to. Changing these values has no in game effect anyway, as they are used before the first save is created.&lt;br /&gt;
&lt;br /&gt;
The funding change is the difference from last month to the current month.  It is not the amount that the funding will be increased in the upcoming month change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Country&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Starting Funding base&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Funding Cap (k)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;USA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;230&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;France&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Germany&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;China&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;245&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;India&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Australia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nigeria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;180&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;South Africa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;310&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Egypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Canada&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to these values, the maximum theoretical funding you can get is 95M per month, if you can max out all 16 countries budgets.&lt;br /&gt;
&lt;br /&gt;
Note that you can manually insert a monthly funding number into the current month for any country, and it will award you that amount at the end of the month. If funding for that country increases (changes?) it will apply the funding cap to next months budget, and then it will remain at the cap from then on (unless you do badly and it drops), so to permanently increase funding beyond these limits the cap has to be modified. If funding is static for that month, it just copies the value across without applying the funding cap.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26883</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26883"/>
		<updated>2010-01-07T00:30:12Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* XCOM: UFO Defense DOS Versions, difficulty setting bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, you change the value from 60 (0x3C) to 64 (0x40).  Below are the offsets so you can fix them in your game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26882</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26882"/>
		<updated>2010-01-07T00:29:37Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* XCOM: UFO Defense DOS Versions, difficulty setting bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, you change the value from 60 (0x3C) to 64 (0x40).  Below are the offsets so you can fix them in your game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26881</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26881"/>
		<updated>2010-01-07T00:28:56Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* XCOM: UFO Defense DOS Versions, difficulty setting bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, you change the value from 0x3C (60) to 0x40 (64).  Below are the offsets so you can fix them in your game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26880</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=26880"/>
		<updated>2010-01-07T00:19:24Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version). &lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, below are those offsets so you can fix them in your game.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=DIPLOM.DAT&amp;diff=26770</id>
		<title>DIPLOM.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=DIPLOM.DAT&amp;diff=26770"/>
		<updated>2009-12-31T09:03:45Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains the information about how much money the various nations are giving you in funding, both current and for the graph, among other things. It is 576 bytes long, split into 16 records of 36 bytes long, one for each country. The record start points, by country are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Offset dec (hex)&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Country&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0 (0x0000)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;USA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 (0x0024)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Russia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;72 (0x0048)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;UK&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;108 (0x006C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;France&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;144 (0x0090)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Germany&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;180 (0x00B4)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Italy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;216 (0x00D8)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;252 (0x00FC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;China&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;288 (0x0120)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Japan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;324 (0x0144)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;India&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;360 (0x0168)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brazil&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;396 (0x018C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Australia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;432 (0x01B0)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nigeria&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;468 (0x01D4)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;South Africa&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;504 (0x01F8)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Egypt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;540 (0x021C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Canada&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within each record, there are several pieces of information, they are all signed 2 byte numeric fields:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Meaning&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0 (0x00)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pointer to country name in string table (starts at 602 (0x025A), increase 1 each record) &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 (0x02)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Satisfaction Rating, 3 is happy, 2 is average, 1 is unhappy, 0 will sign pact/stop funding   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 to 26 (0x04 to 0x1A)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding values (in $k) starts with Jan, runs to Dec&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;28 (0x1C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding change (in $k) &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 (0x1E)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Non zero (1 when game sets it) means that the country will sign pact at end of month&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;32 (0x20)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Starting Funding base value, ranges 110 to 600 (in $k)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;34 (0x22)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Funding cap (ranges 2k to 10k, equates to 2-10M)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Satisfaction rating does not seem to drop to 2 any month a country doesnt increase funding, so not sure of the extra relationship here, but 0 always results in them stopping funding at the end of the month (I think you still get paid the one last time, as you are always seeing next months budget effectively). Possibly happy countries can randomly decide to not increase funding anyway. Setting this value to 2 or 1 before month end doesnt seem to affect the funding change either, setting it 0 will though, at least when you have a good score.&lt;br /&gt;
&lt;br /&gt;
Bytes 32 to 33 are what is used to base the starting Funding on, it initially randomly gets a value from 100-200% of the value listed for each country. For game balance reasons it then scales the entire result so that it comes to approximately 6 million, with an error of +-15 because of the way it scales the result, this can sometimes push a country slightly higher or lower than the original range would have allowed it to. Changing these values has no in game effect anyway, as they are used before the first save is created.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Country&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Starting Funding base&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Funding Cap (k)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;USA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;230&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;France&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Germany&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;China&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;245&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;India&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Australia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nigeria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;180&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;South Africa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;310&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Egypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Canada&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to these values, the maximum theoretical funding you can get is 95M per month, if you can max out all 16 countries budgets.&lt;br /&gt;
&lt;br /&gt;
Note that you can manually insert a monthly funding number into the current month for any country, and it will award you that amount at the end of the month. If funding for that country increases (changes?) it will apply the funding cap to next months budget, and then it will remain at the cap from then on (unless you do badly and it drops), so to permanently increase funding beyond these limits the cap has to be modified. If funding is static for that month, it just copies the value across without applying the funding cap.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=26009</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=26009"/>
		<updated>2009-12-18T18:32:05Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Odds and Ends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Notes ==&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
===Basic Information===&lt;br /&gt;
&amp;lt;b&amp;gt;0-1 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Integer set to [[Rank]] or FFFF if soldier is dead (or slot not yet used). Values are actually a pointer within [[ENGLISH.DAT]]. Ranks are:&lt;br /&gt;
 0 Rookie&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sergeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Select Squad for&lt;br /&gt;
 7 SPACE AVAILABLE&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;2-3 / 02-03&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference values from [[LOC.DAT]]. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4-5 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;6-7 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FFFF)&amp;lt;/i&amp;gt;: Craft soldier was assigned to before being wounded and spending time in the infirmary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;8-9 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Missions. Signed integer. (The soldier display shows a negative value if highest/16th bit is set!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;10-11 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Kills. Signed integer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;12-13 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed integer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;14-15 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Soldier value a.k.a. victory point loss if dies on a mission. Signed integer. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
    0  Recruit&lt;br /&gt;
   +1  Squaddie &lt;br /&gt;
   +1  SGT&lt;br /&gt;
   +3  CPT&lt;br /&gt;
   +6  COL&lt;br /&gt;
  +10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: Hex-editing Missions or Rank and performing a combat (while not touching this field) does not cause this field to reflect the edited values. This field simply adds 1 for each mission and a delta when promoted (e.g. COL to CDR +4). In other words, although it uses the equation shown above, it&#039;s not actually &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions and Rank, per se.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;16-40 / 10-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: &amp;lt;b&amp;gt;Name&amp;lt;/B&amp;gt;, 25 characters long. Only approx. 21 characters can be entered when editing the field within the game&#039;s Soldier display, but longer names can be hex edited and will be seen in the game. Almost any keyboard character can be entered (including within the game) because they are stored directly instead of going through Windows objects. The end of the current name is a null byte; garbage can be present after that (ends of longer previous names, etc.).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;41 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the [[LOC.DAT]] value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; recruits on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, via [[TRANSFER.DAT]].&lt;br /&gt;
&lt;br /&gt;
===Initial Recruit Stats===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Denoted in the geoscape soldier display by the two-tone stat bars (not viewable in combat)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;[52] Value&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial [[Time Units]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial [[Health]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial [[Energy|Energy a.k.a. Stamina]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial [[Reactions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial [[Strength]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial [[Firing Accuracy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial [[Throwing Accuracy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial [[Melee Accuracy]] a.k.a. Close Combat Accuracy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: [[Psionic Strength]]. Never changes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105+)&amp;lt;/i&amp;gt;: Current [[Psionic Skill]]. 0 = Not yet trained / Psi stats not visible. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unlike other stats, Psi Skill always starts at 0. So it stores its current skill in what would&#039;ve otherwise been its initial skill byte, if you will. Also see Bytes 64 and 65.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial [[Bravery]]. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is (see table at right). Initial Bravery can be 10-60, and it only uses increments of 10.&lt;br /&gt;
&lt;br /&gt;
===Stat Improvement===&lt;br /&gt;
&#039;&#039;Add to initial values to get current total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-31)&amp;lt;/i&amp;gt;: Time Unit Improvement. (Max total TUs possible (initial+improvement) is 81. See Note 1.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-36)&amp;lt;/i&amp;gt;: Health Improvement. (Max total 61)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-61)&amp;lt;/i&amp;gt;: Stamina Improvement. (Max total 101)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75)&amp;lt;/i&amp;gt;: Reaction Improvement. (Max total 105)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-51)&amp;lt;/i&amp;gt;: Strength Improvement. (Max total 71) Note that very high (hacked) values can cause &amp;quot;unable to throw here&amp;quot;, presumably because the arc would intercept the &amp;quot;ceiling&amp;quot; of the Battlescape. See [[Throwing_Accuracy#Throwing_Distance|throwing distance]] for more on Strength versus Throwing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-85)&amp;lt;/i&amp;gt;: Firing Accuracy Improvement. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75)&amp;lt;/i&amp;gt;: Throwing Accuracy Improvement Improvement. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105)&amp;lt;/i&amp;gt;: Melee/Close Combat Accuracy Improvement. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-9)&amp;lt;/i&amp;gt;: Bravery Improvement (multiply by 10). (Max total 9; 100 Bravery)&lt;br /&gt;
&lt;br /&gt;
===Odds and Ends===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Suit, 3=Flying Suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Can be hacked to:&amp;lt;/i&amp;gt; 4=Sectoid, 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (Higher values are civilians and parts of big units.) NOTE: These are not real aliens, just skins... more research must be done e.g. on appearance and gender to make real aliens.  However, when you start a new mission, the CE version crashes because it cannot find a skin for that value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24). For Psi Lab point-award functionality, see [[Psionic Skill]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female. &amp;lt;br /&amp;gt;Editing values greater than 1 does not change the appearance in the soldier equip screens. However, the soldier image will always take the outward appearance of a female during a mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African. &amp;lt;br /&amp;gt;Refers to the [[UFOGRAPH]]/MAN.spk [[Inventory_Backgrounds|images]]. Because there are only 4 nationalities, editing values greater than 3 will result in an error code: &amp;lt;code&amp;gt;cannot open file ufograph/man_XYZ.spk&amp;lt;/code&amp;gt; where X is 0 or 1 (Light armored or personnel armored), Y is &amp;quot;M&amp;quot; or &amp;quot;F&amp;quot; (Male or Female) and Z is the nationality value listed in this field.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
#The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill, and got the max possible cap &#039;overflow&#039;. [[Experience#Primary_Stats|Primary skills]] can have up to cap+5, and secondary skills can have up to cap+1. Also, Psi Skill is not truly capped - although soldiers cease to get combat increases once at or above 100, it will continue to increase by 2-3 each month the soldier stays in Psi Training. For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
#When you enter combat, the [[UNITREF.DAT|Unitref]] stat values (offset 23-28 etc.) are &#039;read only&#039; (for that combat only). If you edit Unitref stat values and end the combat, the changed stats are not reflected in the soldier&#039;s stats in the geoscape. Instead, the stat values from Soldier.Dat are used. Makes sense, since the current stat level doesn&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; combat, per se - you only get stat changes (increases, if any) when the mission ends. &amp;quot;Kills&amp;quot; is the only value known to carry directly from geoscape to combat and back (due to its &amp;quot;unpredictability&amp;quot;).&lt;br /&gt;
#If you hack your stats, the game doesn&#039;t care if you put larger values than a recruit can get in the &amp;quot;initial&amp;quot; bytes. Or if you totally zero out a skill, for that matter. Not in the geoscape, anyway... Could lead to a very bad day on the battlefield, though.&lt;br /&gt;
#If your total skill value (initial + increase) is high enough, your skill bar will wrap around the stat display screen. (See how it goes to 150 in combat, 170 in geoscape?)&lt;br /&gt;
#As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*For information on individual skills see [[Soldiers]]&lt;br /&gt;
*For information on increasing skills see [[Experience]]&lt;br /&gt;
*[[UNITREF.DAT]] tracks items on the battlefield, including soldiers and their stats, and experience counters. Also see the notes at bottom of Unitref.&lt;br /&gt;
*For more info on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Recruit Statistics]]&lt;br /&gt;
*Notes on [[HackerTools|hex editing]]&lt;br /&gt;
* A Hex Workshop Structure Library for editing this file can be found [[SOLDIER_DAT_HSL|here]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[SOLDIER.DAT (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PALETTES.DAT&amp;diff=23147</id>
		<title>PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PALETTES.DAT&amp;diff=23147"/>
		<updated>2009-10-27T16:56:43Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
Back in the days of low video memory, storing each pixel as a multi-byte color value (such as in today&#039;s &amp;quot;High Color&amp;quot; and &amp;quot;True Color&amp;quot; modes common under MS Windows) was not practical. Instead, a common method for was to create a palette of 256 different colors (usually of 3 bytes each), and then use single byte values to index into that. The ability of a video card to use such a palette was known as &amp;quot;VGA compatibility&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This dramatically decreased the memory requirements of a given image, though it lowered the amount of colors that could be used in any single moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are a total of five &amp;quot;complete&amp;quot; palettes for UFO and three for TFTD, each for a different situation. Each is made up of the standard 256 colors stored as three byte RGB records (A value for Red, a value for Green, and a value for Blue). This makes a total of 768 bytes per palette.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each RGB value has a maximum intensity of 63/x3F (making a total of 262,144 shades available, which seems to be standard for VGA), as opposed to 255/xFF (which would have provided 16,777,216). If you want to use the 64 color values in a 256 color world, just multiply each value by 4 and you&#039;ll achieve the correct color.  Each palette has a six byte &#039;buffer&#039; following it. While their meanings are unknown, they are:&lt;br /&gt;
&lt;br /&gt;
 UFO:                             TFTD:&lt;br /&gt;
 Pal1: B7 13 FF 76 FE 50          Pal1: 66 83 7D F8 01 75&lt;br /&gt;
 Pal2: A1 E8 13 0B 06 E6          Pal2: 45 F0 01 C0 01 D0&lt;br /&gt;
 Pal3: 01 00 8B 46 FA 0B          Pal3: B8 13 00 00 00 E8&lt;br /&gt;
 Pal4: FF 76 10 FF 76 0E&lt;br /&gt;
 Pal5: C8 1E 00 00 1E B8&lt;br /&gt;
&lt;br /&gt;
Five palettes of 768 bytes each, plus five buffers of 6 bytes each, &lt;br /&gt;
makes 3,870 bytes in Palettes.Dat (or 2,322 for TFTD&#039;s three palettes).&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&lt;br /&gt;
Color 0 is not used in the game, it instead represents &amp;quot;transparency&amp;quot; (ie. Pixels which should not be drawn to the screen).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The UFOpedia uses the first, second, fourth or fifth palettes, depending on the requirements of the entry being displayed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The final 16 colors of each palette are reserved. These are replaced in-game by the colors from the appropriate [[PALETTES.DAT#BACKPALS.DAT|BACKPALS.DAT]] palette, and used to draw the backgrounds of the bordered windows; where there are no background images they are unused.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:5_BattleScapePal2.Png|right|frame]]&lt;br /&gt;
The exception to this is the Tactical palette, where the final 16 colors are replaced by a greyscale set stored in neither of the palette files (pictured right; presumably they are hard coded into the [[TACTICAL.EXE|executable]] instead). These colors can be used by objects or terrain, etc, but are not loaded for the UFOpedia display.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Because of this there are two different sets of item images, each bearing the title &amp;quot;[[BIGOBS.PCK|BigObs]]&amp;quot;: Those used in the UFOpedia (a collection of 57 PCK files in the [[UFOGRAPH]] folder), and those used in Tactical mode (a single PCK archive in the [[UNITS]] folder).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
TFTD has less palettes stored in this file then UFO and instead re-writes them as required on the fly (or uses hard coded versions from the executable).&lt;br /&gt;
&lt;br /&gt;
=Color Indexes=&lt;br /&gt;
&lt;br /&gt;
==UFO==&lt;br /&gt;
&lt;br /&gt;
[[image:1_GeoScapePal.Png|center|frame|1. GeoScape World View.]]&lt;br /&gt;
[[image:2_UnknownPal.Png|center|frame|2. Base Palette.]]&lt;br /&gt;
[[image:3_GraphPal.Png|center|frame|3. Graph Views.]]&lt;br /&gt;
[[image:4_ResearchPal.Png|center|frame|4. Research Displays.]]&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame|5. Tactical Palette.]]&lt;br /&gt;
==TFTD==&lt;br /&gt;
&lt;br /&gt;
[[image:TFTD_Pal1.png|center|frame|1. GeoScape World View.]]&lt;br /&gt;
[[image:TFTD_Pal2.png|center|frame|2. Unknown.]]&lt;br /&gt;
[[image:TFTD_Pal3.png|center|frame|3. Graph Views.]]&lt;br /&gt;
&lt;br /&gt;
=TFTD Tactical Palettes=&lt;br /&gt;
&lt;br /&gt;
Like UFO, TFTD has a basic set of sprites for use in the battlescape which it shades according to the time of day. Unlike the original however TFTD has underwater missions of three different depths, as well as land missions - For each depth level a different palette is used (though none of these are stored in PALETTES.DAT).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[image:TFTD_Tact1.png|center|frame|1. Land &amp;amp; Inventory Displays.]]&lt;br /&gt;
[[image:TFTD_Tact2.png|center|frame|2. Shallow Water.]]&lt;br /&gt;
[[image:TFTD_Tact3.png|center|frame|3. Medium Depths.]]&lt;br /&gt;
[[image:TFTD_Tact4.png|center|frame|4. Deep Sea.]]&lt;br /&gt;
&lt;br /&gt;
=BACKPALS.DAT=&lt;br /&gt;
&lt;br /&gt;
This file contains palettes used to draw [[BACK01.SCR-BACK17.SCR|background images]]. These small 16 color palettes replace the final 16 entries of the primary palettes in game. They are used to display the background images of bordered windows as well as the background of the load game screens, and the terror site announcement window. They are stored using the same 3 byte RGB format as the primary palettes. This file contains eight, 16 color palettes. 128 colors in total. 384 bytes in all.&lt;br /&gt;
&lt;br /&gt;
[[image:BackPals.Png|center|frame|Palettes used for background images.]]&lt;br /&gt;
[[image:TFTD_BackPals.Png|center|frame|Version used by TFTD.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=23045</id>
		<title>BASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=23045"/>
		<updated>2009-10-11T05:34:02Z</updated>

		<summary type="html">&lt;p&gt;Hatfarm: /* UFO Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; These are probably the high bytes for the Short, Long, and Hyper-wave detections respectively. Should always be 0 as a value of 100 (hex: 64 00) is perfect detection.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
The radar values can be set to 100 for perfect short range detection (presumably -- it definitely makes UFOs appear more often), but these reset to the correct values any time you complete a build in that base.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 17 || 18 || 19 || 1A || 1B&lt;br /&gt;
|-&lt;br /&gt;
| 1C || 1D || 1E || 1F || 20 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 23 || 24 || 25 || 26 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 29 || 2A || 2B || 2C || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 2E || 2F || 30 || 31 || 32 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 35 || 36 || 37 || 38 || 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 3A || 3B || 3C || 3D || 3E || 3F&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 41 || 42 || 43 || 44 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 47 || 48 || 49 || 4A || 4B&lt;br /&gt;
|-&lt;br /&gt;
| 4C || 4D || 4E || 4F || 50 || 51&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 53 || 54 || 55 || 56 || 57&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 59 || 5A || 5B || 5C || 5D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
  &#039;&#039;&#039;00B6&#039;&#039;&#039;   182   43   empty &lt;br /&gt;
  &#039;&#039;&#039;00B8&#039;&#039;&#039;   184   44   empty&lt;br /&gt;
  &#039;&#039;&#039;00BA&#039;&#039;&#039;   186   45   empty&lt;br /&gt;
  &#039;&#039;&#039;00BC&#039;&#039;&#039;   188   46   CORPSE&lt;br /&gt;
  &#039;&#039;&#039;00BE&#039;&#039;&#039;   190   47   CORPSE &amp;amp; ARMOUR&lt;br /&gt;
  &#039;&#039;&#039;00C0&#039;&#039;&#039;   192   48   CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
  &#039;&#039;&#039;00DC&#039;&#039;&#039;   220   62   &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
  &#039;&#039;&#039;00DE&#039;&#039;&#039;   222   63   &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
  &#039;&#039;&#039;00E0&#039;&#039;&#039;   224   64   &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; &lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F8&#039;&#039;&#039;   248   76   Hovertank Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FA&#039;&#039;&#039;   250   77   Tank Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FC&#039;&#039;&#039;   252   78   Male Civilian Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FE&#039;&#039;&#039;   254   79   Female Civilian Corpse&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120-0123:&#039;&#039;&#039; I have no idea, any help would be appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120:&#039;&#039;&#039; Mark the base as active.  Bases which are dismantled or which have not been built have a value of 1.  Active bases have a value of 0.  If a base is dismantled, the only change to the record is this value.  A new base will overwrite the first slot with a value of 1.  It is possible to restore a dismantled base (Access lift removed) by setting this value to 0.  The game will &#039;restore&#039; the base to the configuration just before the access lift was removed, including inventory.  --[[User:SeulDragon|SeulDragon]] 12:24, 11 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[BASE.DAT (TFTD)]] - Terror From The Deep&#039;s base file&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Hatfarm</name></author>
	</entry>
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