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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jasonred79</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:08:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_Fighting_(Apocalypse)&amp;diff=123920</id>
		<title>Cityscape Fighting (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_Fighting_(Apocalypse)&amp;diff=123920"/>
		<updated>2025-08-26T12:37:15Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Tested using ApocUtil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cityscape actions within Xcom Apocalypse. Analysis of battlescape missions is here: [[Tactical_Combat_Missions_(Apocalypse)|Tactical Missions]]&lt;br /&gt;
&lt;br /&gt;
==[[Alien_Infiltration_(Apocalypse)|Alien Infiltration]]==&lt;br /&gt;
A UFO will hover over a building&#039;s home-cell to drop/insert aliens via a &#039;grey smokey tube&#039;. If an [[Bases (Apocalypse)|X-Com Base]] is hidden in the basement of that building, a [[Base Defense (Apocalypse)|Base Defense]] mission will immediately commence.&lt;br /&gt;
&lt;br /&gt;
==[[UFO_Incursions_(Apocalypse)#Search|Alien Search]]==&lt;br /&gt;
A UFO will hover over a building and drop &#039;&#039;blue particles&#039;&#039; with the sole purpose of scanning the building for an [[Bases_(Apocalypse)|X-Com Base]]. If a base is detected, proceeding &#039;&#039;Alien Search&#039;&#039; styled missions will have one UFO hover over the known X-Com base to drop aliens into the basement which then immediately becomes an X-Com-Base Attack. Other UFOs present will continue searching (dropping their &amp;quot;blue rain&amp;quot; over random buildings). If multple bases are known, only one will be targeted for a [[Base_Defense_(Apocalypse)|Base Attack]] for any future Alien Search missions. Any further Alien Search missions will be NOT suspended. Alien Search missions will still be scheduled like normal irrelevant if one or many bases are known. but only one X-Com base is targeted if many are known to the aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The blue particle effect was typically called &amp;quot;Micronoid Rain&amp;quot;. (see &amp;quot;Note&amp;quot;, below)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com may initiate a [[Tactical_Combat_Missions_(Apocalypse)#Search_And_Investigation|search]] by having X-Com agents at a building (home-cell or vehicle in their launch tube). Select the building in the Cityscape view, select your squad and LMB the top-right button: &amp;quot;Investigate building for alien activity&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
If an alien presence is detected, a battlescape mission will commence. If no aliens, the organisation will file a protest by becoming very slightly more hostile.&lt;br /&gt;
&lt;br /&gt;
==[[UFO_Incursions_(Apocalypse)#Bombing_Buildings|Bombing Buildings]]==&lt;br /&gt;
Hostiles will [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|target]] a building with their craft and attack it with the purpose of destroying it. If the building is above a hidden X-Com base, and if the topside structure sustains massive damage, it can destroy the base underneath. A base will be lost (message: &amp;quot;X-Com Base Destroyed&amp;quot;) if more than a three-quarters of the tiles are destroyed. If the home-cell is destroyed, any units present will all be killed and along with damage or destruction to any road vehicles. A base is &amp;lt;u&amp;gt;not lost&amp;lt;/u&amp;gt; with destruction of the home-cell only. Other buildings within Mega-Primus which have a destroyed home-cell will not be able to be Searched or Raided (message: &amp;quot;Cannot investigate/raid as building destroyed&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
=====Attack=====&lt;br /&gt;
Any building can be attacked by anyone with vehicles to cause collapse, [[Relations_(Apocalypse)|financial loss]] and destroyed good relations. X-Com can target (&amp;quot;Attack Building&amp;quot; button) any building for destruction, including (using [[Alien_Ship_Combat_(Apocalypse)#Manual_Control|manual]] vehicle control) any non-building infrastructure such as people tubes, trees and parklands, city walls, roads, and any pillars or supports. If any part of the city that is not within any property outline, it is not owned by anyone. Damage to these areas will not change relations with any organisation however, &amp;quot;Damage To City&amp;quot; score will become more negative as expected.&amp;lt;br&amp;gt;&lt;br /&gt;
Government funding for the new week is assessed by the total score. City damage is usually the largest contributing factor for reduced funding, and may become excessively negative when damage is caused by fighting alien crafts.&lt;br /&gt;
&lt;br /&gt;
=====Damage=====&lt;br /&gt;
Any damage of the cityscape attributed to X-Com or Aliens, but not other Mega-Primus organisations, will be noted immediately in the [[Events_(Apocalypse)|Performance Log]] information window as &amp;quot;Damage To City&amp;quot; ...always a negative number!&amp;lt;br&amp;gt;&lt;br /&gt;
Cityscape buildings have differing damage tolerances which depends on its construction.&amp;lt;br&amp;gt;&lt;br /&gt;
Any building hit by a weapon, the tile impacted will either be destroyed, or not. Damage is not cumulative. If destroyed, any section directly above the now missing tile will collapse in a pan-cake fashion, and in severe cases, will lead to a chain-reaction destruction of adjacent sections until the whole building is a pile of rubble. Slums, being derelict buildings, are structurally weak and prone to catastrophic collapse from even the weakest weapons.&lt;br /&gt;
Severe destruction of a structure (more than three-quarters destroyed) or (except X-Com bases) if the home-cell is destroyed, this will disable the building as a viable destination for battlescape missions until (partially) rebuilt. X-Com base locations are best chosen to be under [[Warehouse_(Apocalypse)|Warehouse]] styled structures due to their resistance to damage.&lt;br /&gt;
&lt;br /&gt;
=====Defense=====&lt;br /&gt;
If any building has been impacted by a weapon (even accidently), the owner will become slightly more hostile to the organisation which caused the damage. Further &#039;accidental&#039; impacts will quickly anger the company. If a building is under sustained attack (message: &amp;quot;...building under attack by...&amp;quot;), the building&#039;s owner will launch craft (if available) to defend the building and destroy any &amp;lt;s&amp;gt;attacking&amp;lt;/s&amp;gt; hostile air or road vehicles in the vicinity.&amp;lt;br&amp;gt;&lt;br /&gt;
FOR X-COM, any impact is regarded as an attack. It does not need to destroy a tile or collapse the building.&amp;lt;br&amp;gt;&lt;br /&gt;
However, for any other organizations, including the aliens or COS, destroyed tiles will cause -5 diplomacy, while impacts that do no damage will result in 0 diplomatic change.&lt;br /&gt;
These accidental impacts can be used to turn two friendly (with each other) organisations into two hostiles. eg:&amp;lt;br&amp;gt;&lt;br /&gt;
* Attack a building owned by one (hostile to X-Com) organisation until defenders are launched &#039;&#039;&#039;or&#039;&#039;&#039; attack an escort-role&amp;amp;Delta; UFO to attract its attention.&lt;br /&gt;
* Lead the craft(s) (use evasive attitude or zig-zig movements) to a building which is owned by the friend of the organisation which currently chasing your vehicle.&lt;br /&gt;
* Loiter around their friend&#039;s building at a low to medium altitude in a location that will not damage your craft if parts of the building collapse, but will allow the hostile-to-you craft&#039;s missed weapon shots to impact their friend&#039;s structure.&lt;br /&gt;
* Wait (stationary or do short random movements with your air craft) around the building. Your attackers will shoot at your vehicle but may end up missing, hitting their friend&#039;s building enough times that their &#039;friend&#039; (now hostile) launches craft to defend the building. If that message appears (mentioned above) but no craft have been launched, it does not matter. They are now hostile to the organisation which caused all that damage!&lt;br /&gt;
* The company that caused the damage will not be hostile to their &#039;old friend&#039; until they start to be attacked by their former friend. The two, once friendly organisations are now hostile to each other!&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;bait and dodge&#039;&#039;&#039; tactic can be used to change relationships. Aliens can be forced to be hostile to anyone (including Cult Of Sirius), Transtellar can switch back to be able to transfer equipment again if they are hostile to aliens, resuming the purchase of goods from hostile companies etc. and any inter-organisation relationships can be soured just because!&amp;lt;br&amp;gt; &lt;br /&gt;
*Relations work on a simple principle: &#039;&#039;&#039;the enemy of my enemy is my friend&#039;&#039;&#039;. If X-com attacks one organisation, any hostile companies to the victim will like X-Com more, whereas friendlies of the victim will hate X-Com.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;Delta; The named UFO: [[Alien_Escort_Ship_(Apocalypse)|Escort]] does not have offensive weaponry.&lt;br /&gt;
&lt;br /&gt;
====Consequences====&lt;br /&gt;
Only weapon impacts from &amp;lt;u&amp;gt;either X-Com or Aliens&amp;lt;/u&amp;gt; will influence the &#039;Damage To City&#039; score, that is, negative score is &#039;awarded&#039; for each impact. What happens after that impact is irrelevant.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s score will not be affected by:&lt;br /&gt;
* Illegal flyers and police action.&lt;br /&gt;
* Organisations hostile to each other fighting in the cityscape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Illegal Flyer===&lt;br /&gt;
Illegal Flyers are vehicles which any organisation in Mega-Primus will use to attack a building. An alert is immediately generated (if enabled) when these vehicles are detected (message: &amp;quot;Illegal Flyer detected&amp;quot;). If these illegal vehicles pass close-by to any Police Hovercars parked randomly about the city, the police will engage in battle. If able to attack their designated target, the owners will retaliate by launching defenders using various styles of air vehicles. Road vehicles are never used. The illegal flyers are usually out-matched and are quickly eliminated. Intervention by X-Com is not necessary unless a base is under attack.&amp;lt;br&amp;gt;&lt;br /&gt;
An illegal flyer detection always involves one or two vehicles which are selected from the organisation&#039;s vehicle park according to the following priority list:&amp;lt;br&amp;gt;&lt;br /&gt;
1. [[Police Hovercar (Apocalypse)|Police Hovercar]]&amp;lt;br&amp;gt;&lt;br /&gt;
2. [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. [[Hoverbike (Apocalypse)|Hoverbike]]&amp;lt;br&amp;gt;&lt;br /&gt;
4. [[Valkyrie Interceptor (Apocalypse)|Valkyrie Interceptor]]&amp;lt;br&amp;gt;&lt;br /&gt;
5. [[Hawk Air Warrior (Apocalypse)|Hawk Air Warrior]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- irrelevant since the player will never know--&amp;gt;&lt;br /&gt;
Police Hovercars which are selected to attack a building will not trigger the &amp;quot;Illegal Flyer&amp;quot; alert since their actions are justified as &amp;quot;upholding the law&amp;quot;, however if Megapol uses a Valkyrie Interceptor or Hawk Air Warrior, the alert will be generated as normal.&lt;br /&gt;
&lt;br /&gt;
==[[Tactical_Combat_Missions_(Apocalypse)#Raid|Raids]]==&lt;br /&gt;
Organizations unfriendly or outright hostile to each another may conduct actions as listed in the [[Cityscape (Apocalypse)#Cityscape Screen|Message Bar]] as either &amp;quot;Raided by&amp;quot; or &amp;quot;Stormed by&amp;quot; or &amp;quot;Attacked by&amp;quot; or repair relations as &amp;quot;Treaty Signed&amp;quot;. This has no relevance to X-Com however if a building targeted for a raid contains a hidden [[Bases (Apocalypse)|X-Com Base]], a [[Base Defense (Apocalypse)|Base Defense]] mission will occur. X-Com bases cannot be &#039;stormed&#039; or &#039;attacked&#039; in any fashion as mentioned in the message bar.&amp;lt;br&amp;gt;&lt;br /&gt;
A raid of a building cannot be avoided in any way since it is a scheduled event and the player has no indication that one will occur. Hostile vehicles arriving at a building is a random event and has no relevance to the possiblity of future enemy action. Destroying hostile company vehicles does not influence the schedule.&lt;br /&gt;
&lt;br /&gt;
==[[UFO_Incursions_(Apocalypse)#Overspawn_Terror|Overspawn Terror]]==&lt;br /&gt;
The aliens intensify their assault in Mega-Primus by choosing to create terror and [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|destruction]] along with typical infiltration.  [[Alien_Mothership_(Apocalypse)|Motherships]] will drop a single [[Overspawn (Apocalypse)|Overspawn]] each into Mega-Primus with the intent of massive damage and destruction of its buildings, roads and infrastructure.&lt;br /&gt;
&lt;br /&gt;
==[[UFO_Incursions_(Apocalypse)#Apcoalypse_Mission|Apocalypse Mission]]==&lt;br /&gt;
When X-Com destroys the [[Control Chamber]] in the [[Alien_Dimension_(Apocalypse)|Alien Dimension]], it eliminates their ability to grow new UFOs. The alien horde now realise their imminent defeat... with a [[Dimension_UFO_Combat_(Apocalypse)#Apocalyspe_Mission|final act]] of desperation they will send the remnants of their fleet to Mega-Primus. All remaining UFOs in the alien dimension (except probes) will swarm into Mega-Primus on the next scheduled mission with the aim of total destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Random buildings will be bombed and shot at, vehicles and infrastructure targeted for collapse and anything left standing ...bombed again!&amp;lt;br&amp;gt;&lt;br /&gt;
The critically important Control Chamber is destroyed and no more UFOs can infiltrate Mega Primus, the alien&#039;s ultimate objective of sustaining the Micronoid lifeforms with human hosts has essentially failed.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Note: If all UFOs in the Alien Dimension are constantly destroyed by X-Com craft at the start of each week, the Apocalypse Mission will proceed as usual but since their are no UFOs to send, nothing in-particular happens.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
A common misconception was that Aliens could perform a &amp;quot;100% subversion&amp;quot; of an organisation by dropping &#039;blue rain particles&#039; over a building and was typically called: &amp;quot;Micronoid Rain&amp;quot;. It was believed that such action of the UFO above the target organisation&#039;s building would immediately infect the inhabitants with Micronoids (hence &amp;quot;Micronoid Rain&amp;quot;) and result in immediate 100% infiltration. This micronoid rain definition (in any variation) was proven to be incorrect. The purpose of the UFO and its &#039;blue-rain-effect&#039; is to scan the building for an X-Com base (for future elimination). The blue-rain-effect does not do anything except &#039;&#039;&#039;Alien Search&#039;&#039;&#039; (as listed above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Cityscape (Apocalypse)|Cityscape Overview]]&lt;br /&gt;
* [[Alien Ship Combat (Apocalypse)|Craft Combat - Mega-Primus]]&lt;br /&gt;
* [[Dimension_UFO_Combat_(Apocalypse)|Craft Combat - Alien Dimension]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Appearance In Mega-Primus]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Cityscape_Fighting_(Apocalypse)&amp;diff=123919</id>
		<title>Talk:Cityscape Fighting (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Cityscape_Fighting_(Apocalypse)&amp;diff=123919"/>
		<updated>2025-08-26T12:34:08Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Damage inflicted to organizations=&lt;br /&gt;
&lt;br /&gt;
IIRC, there are no practical effects in the game if an organization has negative money. Can someone confirm this? [[User:Hobbes|Hobbes]] 16:05, 8 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I tried testing this a long time ago and never saw it do anything to how the organizations operated or behaved. They still launched raids against their enemies (i.e. usually me, since I bankrupted them). Their guards were as well armed as ever. The city self-heals, so cityscape damage is not related to funds. As the game is, it only seems to be a way or measuring how much of a liability you are on them. -[[User:NKF|NKF]] 02:07, 9 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It&#039;s been a while, but if memory serves, cityscape repairs cost the owners $10k per day... This is usually what causes companies to go into the negatives (... which as NKF says, doesn&#039;t seem to do anything). The damage itself doesn&#039;t have an effect on funds, but the rebuilding process does. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:54, 9 June 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Apocalypse Mission=&lt;br /&gt;
&lt;br /&gt;
@[[User:Anothrgamer1234]] The Apocalpyse Mission where the aliens send all their UFOs through the portal is indeed in the regular game, it usually happens around week 8.&lt;br /&gt;
&lt;br /&gt;
Here is a save game where you can see it happen: http://steffens-spaete-spieltipps.de/download/xcoma_spielstand2.zip (save game name: &amp;quot;alien großangriff&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Or here a video of it: https://www.youtube.com/watch?v=EkSm4I3NYPo&lt;br /&gt;
&lt;br /&gt;
Most of the time you will however not notice this mission, as you normally will be shooting down most or all of the UFOs entering the city or you will have already entered the Alien Dimension and destroyed the UFOs there. Therefore, whenever the Apocalypse Mission triggers there might just be 1 - 5 UFOs coming, depending on how many you didn&#039;t shoot down, making you think it&#039;s just another regular incursion instead of the Apocalypse Mission.&lt;br /&gt;
&lt;br /&gt;
It&#039;s more likely to be noticed if someone who is new to the game plays it, as they will probably not be that efficient when it comes to shooting down UFOs as well as not having fleets of over 30 Hoverbikes battering down the UFOs with ease. In that case it is very likely for +20/30 UFOs to survive and pile up until the 8th week for the Apocalypse Mission.&lt;br /&gt;
&lt;br /&gt;
An alternative to get the best experience out of this mission would be to only shoot down 1 UFO of each type and then ignore all the other UFOs until the mission triggers. Or, if you are alright with modding, using the modding programme &amp;quot;Apoc&#039;d&amp;quot; to increase the UFO growth rate for each week by an insane number. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 08:34, 29 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Relations=&lt;br /&gt;
&lt;br /&gt;
Was testing out using apocutil. For x-com, any weapon impact on an organization’s building counts as an attack and will result in negative diplomacy.&lt;br /&gt;
&lt;br /&gt;
However, for everyone else, there needs to be DAMAGE. For instance, baiting the aliens or COS to miss and hit a building with stray shots, the stray shots do not cause negative diplomatic effects unless damage is done. Damage seems to cause -5 for each damaged tile. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 12:34, 26 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Medic_(Alien_Rank)&amp;diff=123918</id>
		<title>Talk:Medic (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Medic_(Alien_Rank)&amp;diff=123918"/>
		<updated>2025-08-26T12:27:23Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps the Medic is actually a kind of &amp;quot;zoologist&amp;quot;. This explains why they carry stun weapons, and why there are so many on board the Abductor. [[User:Off the Rails|Off the Rails]] 02:07, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Makes sense to me!  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:06, 7 October 2012 (EDT)&lt;br /&gt;
: : Yes I buy that too. And it&#039;s still consistent with them having medical knowledge of other alien races. [[User:Spike|Spike]] 06:05, 8 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Whenever you interrogate a medic, do you always get info about a race you do NOT have info on yet or do you always get a completely random one, no matter whether you already have info on that?--[[User:Amitakartok|amitakartok]] 17:55, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Always new info. Like how engineers and navigators always give new info. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 12:27, 26 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit_(Apocalypse)&amp;diff=107675</id>
		<title>Medi-Kit (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit_(Apocalypse)&amp;diff=107675"/>
		<updated>2022-05-09T14:38:45Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A compact but highly sophisticated life support kit. Wounds and bleeding can be healed quickly by injecting Nanobots into the bloodstream. When the device is activated the operator must select a part of the body affected by critical wounds. The device will cure these wounds quickly, but only if the Agent remains inactive while it is in operation.&lt;br /&gt;
[[Image:Nanotech_Medi-kit_(UFOpaedia).png|frame|Medi-kit]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Nanotech_Medi-kit.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Nanotech]]&lt;br /&gt;
* Base Price: $250&lt;br /&gt;
* Minimum Weekly Stock: 4&lt;br /&gt;
* Maximum Weekly Stock: 14&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A classic first-aid kit of the future, for the future. This device stops bleeding (fatal wounds denoted by blood-drop icon next to a unit&#039;s health bar, in isomatric battlescape view) and restores some health if that fatal wound is successfully treated.&amp;lt;br&amp;gt;&lt;br /&gt;
An agent needing medical attention must stop all movement, holds the medikit in their hand, click LMB on the device to enable the diagnostic screen to pop up and click on the body part highlighted in red. Wait. If forced to move, the automatic healing sequence is halted and bleeding continues, displayed again by the red highlight.&lt;br /&gt;
* Only one medi-kit can only work on any single body part. Two kits on one body part will interfere with each other.&lt;br /&gt;
* A fatal wound on two different body parts can be halted at the same time by a second medikit used in the other hand.&lt;br /&gt;
* A medikit does not lose its capacity to halt fatal wounds. It has unlimited uses.&lt;br /&gt;
* Severe bleeding may not be stopped in time which may cause the patient to expire.&lt;br /&gt;
* Any agent fatally wounded may escape the battlefield, immediately halting blood loss.&lt;br /&gt;
* An agent with naturally low health may die easily.&lt;br /&gt;
* This device will ONLY work if an agent has a fatal wound. It does nothing for &amp;quot;normal&amp;quot; flesh wounds.&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107674</id>
		<title>Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107674"/>
		<updated>2022-05-09T14:35:00Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: lol, ok ok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also known as &#039;&#039;&#039;Score Levels&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
=Technology Levels=&lt;br /&gt;
==Score==&lt;br /&gt;
* &#039;&#039;&#039;Total Score&#039;&#039;&#039; influences X-Com&#039;s funding from the Government, checked after each week.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Missions&#039;&#039;&#039; score influences what the aliens carry on the battlescape, checked after each mission.&lt;br /&gt;
* &#039;&#039;&#039;UFO Craft Shot Down&#039;&#039;&#039; score influences what devices the UFOs will use, checked at the start of a new day.&lt;br /&gt;
however, X-Com&#039;s score does not determine:&lt;br /&gt;
* [[UFO_Incursions_(Apocalypse)|Aliens]]: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.&lt;br /&gt;
* Alien life-forms or quantity present on the battlescape (check [[Alien_Craft_(Apocalypse)|Infiltration Force]] for each craft).&lt;br /&gt;
* Alien technology given to organisations or quantity of Building Security that are present.&lt;br /&gt;
==Progress: Aliens==&lt;br /&gt;
The tables below show &#039;&#039;progression points&#039;&#039; required for each item to appear, for the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tactical Equipment (Anthropods and Skeletoids)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Novice!!Easy!!Medium!!Hard!!Superhuman!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0||0||0||0||100% [[Brainsucker Launcher]]&amp;lt;br/&amp;gt;(1,1,1,1,2,2,2,3,3,3)||100% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000||1,000||1,000||1,000||1,000||70% [[Disruptor Gun]] (n/a)&amp;lt;br/&amp;gt;30% Brainsucker Launcher (2,3,4)||30% [[Megapol Smoke Grenade|Smoke Grenade]] (1,1,2)&amp;lt;br/&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||2,200||2,200||2,200||2,200||2,200||80% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;20% Brainsucker Launcher (2,3)||30% [[Boomeroid]] (1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||4,000||4,000||4,000||4,000||4,000||50% [[Devastator Cannon]] (n/a)&amp;lt;br/&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Boomeroid (1,1,1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;20% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||7,000||6,900||6,800||6,700||6,600||60% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||30% [[Vortex Mine]] (1,1,2)&amp;lt;br/&amp;gt;50% Boomeroid (1,1,2,3,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (1,2)||70% [[Personal Disruptor Shield]]&amp;lt;br/&amp;gt;30% None&lt;br /&gt;
|-&lt;br /&gt;
|6||12,000||11,500||11,000||10,500||10,000||20% [[Entropy Launcher]] (3,5)&amp;lt;br/&amp;gt;70% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,1,2,3)&amp;lt;br/&amp;gt;40% Boomeroid (1,2,2,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (2,3)||30% [[Personal Cloaking Field]]&amp;lt;br/&amp;gt;40% Personal Disruptor Shield&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|7||22,000||21,000||20,000||19,000||18,000||20% [[Dimension Missile Launcher]] (3,4)&amp;lt;br/&amp;gt;20% Entropy Launcher (3,5)&amp;lt;br/&amp;gt;50% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,2,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (1,2,2,3,4)&amp;lt;br/&amp;gt;10% Smoke Grenade (3)||30% Personal Cloaking Field&amp;lt;br/&amp;gt;30% Personal Disruptor Shield&amp;lt;br/&amp;gt;40% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|8||42,000||39,000||36,000||33,000||28,000||20% Dimension Missile Launcher (4,5)&amp;lt;br/&amp;gt;30% Entropy Launcher (3,4,5)&amp;lt;br/&amp;gt;40% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Vortex Mine (1,2,3,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (2,2,3,3,4)||30% PCF + [[Personal Teleporter]]&amp;lt;br/&amp;gt;40% PDS + Personal Teleporter&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vehicle Equipment&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Novice!!Easy!!Medium!!Hard!!Superhuman&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]||2,000||1,750||1,500||1,250||1,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]||4,000||3,500||3,000||2,500||2,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaking Field (Apocalypse)|Cloaking Field]]||8,000||7,000||6,000||5,000||4,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Teleporter (Apocalypse)|Teleporter]]||16,000||14,000||12,000||10,000||8,000&lt;br /&gt;
|}&lt;br /&gt;
==Progress: Humans==&lt;br /&gt;
All [[Organizations]] will upgrade their &amp;quot;Tech Level&amp;quot; by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.&lt;br /&gt;
===Organizations&#039; Starting Tech Levels===&lt;br /&gt;
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]]&lt;br /&gt;
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]]&lt;br /&gt;
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]]&lt;br /&gt;
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Tactical Equipment (Humans)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||40% [[Megapol Lawpistol|Lawpistol]] (2,2,3,4)&amp;lt;br&amp;gt;30% [[Marsec M4000 Machine Gun|M4000 Machine Gun]] (2,3,4)&amp;lt;br&amp;gt;20% [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (2)&amp;lt;br&amp;gt;10% [[Megapol Auto Cannon|Auto Cannon]] (3AP)||20% [[Megapol AP Grenade|AP Grenade]] (1,2)&amp;lt;br&amp;gt;10% [[Megapol Smoke Grenade|Smoke Grenade]] (1)&amp;lt;br&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||20% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3,3,4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2,3)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;10% [[Megapol Plasma Gun|Plasma Gun]] (2)&amp;lt;br&amp;gt;10% [[Marsec Heavy Launcher|Heavy Launcher]] (3HE)||20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% [[Megapol Stun Grenade|Stun Grenade]] (1)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;60% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||10% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;10% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)||10% [[Marsec Proximity Mine|Proximity Mine]] (1)&amp;lt;br&amp;gt;30% AP Grenade (1,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||20% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;20% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% [[Marsec Minilauncher|MiniLauncher]] (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||10% M4000 Machine Gun (4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;30% Plasma Gun (0&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;,2,2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|6||20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;20% [[Disruptor Gun]] (n/a)||20% Proximity Mine (1,2)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|7||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)||10% [[Boomeroid]] (1)&amp;lt;br&amp;gt;10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (2,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|8||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% [[Devastator Cannon]] (n/a)||20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|9||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% Devastator Cannon (n/a)||10% [[Vortex Mine]] (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,3,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||20% [[Personal Disruptor Shield]]&amp;lt;br&amp;gt;80% None&lt;br /&gt;
|-&lt;br /&gt;
|10||10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;20% Devastator Cannon (n/a)||20% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;20% Proximity Mine (1,2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||10% [[Personal Cloaking Field]]&amp;lt;br&amp;gt;20% Personal Disruptor Shield&amp;lt;br&amp;gt;70% None&lt;br /&gt;
|-&lt;br /&gt;
|11||20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;30% Devastator Cannon (n/a)||30% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||10% PDS + PCF&amp;lt;br&amp;gt;10% Personal Cloaking Field&amp;lt;br&amp;gt;30% Personal Disruptor Shield&amp;lt;br&amp;gt;50% None&lt;br /&gt;
|-&lt;br /&gt;
|12||10% Plasma Gun (3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;40% Devastator Cannon (n/a)||40% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||20% PDS + PCF&amp;lt;br&amp;gt;20% Personal Cloaking Field&amp;lt;br&amp;gt;40% Personal Disruptor Shield&amp;lt;br&amp;gt;20% None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.&lt;br /&gt;
&lt;br /&gt;
====Un-Progress====&lt;br /&gt;
It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens to be also reduced. Purposely limit the tactical score by:&lt;br /&gt;
* Escape a UFO crash recovery battlescape after finding new technology, abandoning alien corpses or recoverable craft devices.&lt;br /&gt;
* Escape from a cleanup of alien infestation (kill as many aliens (including eggs and chrysalids) as possible but prevent successful completion of the mission).&lt;br /&gt;
* Escape from a raid with only what is absolutely needed, ammo does not contribute to score.&lt;br /&gt;
* Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (bonus if you equipped them with obsolete unload weapons or excess junk). Bonus for executing them yourself. (-10 points in casualty rating for getting a rookie killed, and an additional -10 in combat rating for killing your own rookie) (friendly kills give the same penalty again to combat rating)&lt;br /&gt;
* One interesting tactic is, in the early game, if you see an anthropod firing at you with a brainsucker launcher, after killing it, throw an explosive at the corpse, blowing up the brainsucker launcher, the corpse, and any remaining brainsucker pods. ... this is interesting because, this is often actually a very useful move. Brainsucker pods and launchers give a lot of score while being worth peanuts in resale value, but you are also preventing any more brainsuckers from spawning and hitting you when you aren&#039;t prepared for them.&lt;br /&gt;
If score limiting is used, technology used by building security (level +1 each week) will surpass the alien&#039;s level. X-Com may then rely on &#039;others&#039; to provide an endless stream of exotic equipment[[Stun_Raid|&#039;&#039;&#039;.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107573</id>
		<title>Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107573"/>
		<updated>2022-05-08T05:25:59Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Un-Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also known as &#039;&#039;&#039;Score Levels&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
=Technology Levels=&lt;br /&gt;
==Score==&lt;br /&gt;
* &#039;&#039;&#039;Total Score&#039;&#039;&#039; influences X-Com&#039;s funding from the Government, checked after each week.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Missions&#039;&#039;&#039; score influences what the aliens carry on the battlescape, checked after each mission.&lt;br /&gt;
* &#039;&#039;&#039;UFO Craft Shot Down&#039;&#039;&#039; score influences what devices the UFOs will use, checked at the start of a new day.&lt;br /&gt;
however, X-Com&#039;s score does not determine:&lt;br /&gt;
* [[UFO_Incursions_(Apocalypse)|Aliens]]: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.&lt;br /&gt;
* Alien life-forms or quantity present on the battlescape (check [[Alien_Craft_(Apocalypse)|Infiltration Force]] for each craft).&lt;br /&gt;
* Alien technology given to organisations or quantity of Building Security that are present.&lt;br /&gt;
==Progress: Aliens==&lt;br /&gt;
The tables below show &#039;&#039;progression points&#039;&#039; required for each item to appear, for the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tactical Equipment (Anthropods and Skeletoids)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Novice!!Easy!!Medium!!Hard!!Superhuman!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0||0||0||0||100% [[Brainsucker Launcher]]&amp;lt;br/&amp;gt;(1,1,1,1,2,2,2,3,3,3)||100% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000||1,000||1,000||1,000||1,000||70% [[Disruptor Gun]] (n/a)&amp;lt;br/&amp;gt;30% Brainsucker Launcher (2,3,4)||30% [[Megapol Smoke Grenade|Smoke Grenade]] (1,1,2)&amp;lt;br/&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||2,200||2,200||2,200||2,200||2,200||80% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;20% Brainsucker Launcher (2,3)||30% [[Boomeroid]] (1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||4,000||4,000||4,000||4,000||4,000||50% [[Devastator Cannon]] (n/a)&amp;lt;br/&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Boomeroid (1,1,1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;20% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||7,000||6,900||6,800||6,700||6,600||60% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||30% [[Vortex Mine]] (1,1,2)&amp;lt;br/&amp;gt;50% Boomeroid (1,1,2,3,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (1,2)||70% [[Personal Disruptor Shield]]&amp;lt;br/&amp;gt;30% None&lt;br /&gt;
|-&lt;br /&gt;
|6||12,000||11,500||11,000||10,500||10,000||20% [[Entropy Launcher]] (3,5)&amp;lt;br/&amp;gt;70% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,1,2,3)&amp;lt;br/&amp;gt;40% Boomeroid (1,2,2,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (2,3)||30% [[Personal Cloaking Field]]&amp;lt;br/&amp;gt;40% Personal Disruptor Shield&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|7||22,000||21,000||20,000||19,000||18,000||20% [[Dimension Missile Launcher]] (3,4)&amp;lt;br/&amp;gt;20% Entropy Launcher (3,5)&amp;lt;br/&amp;gt;50% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,2,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (1,2,2,3,4)&amp;lt;br/&amp;gt;10% Smoke Grenade (3)||30% Personal Cloaking Field&amp;lt;br/&amp;gt;30% Personal Disruptor Shield&amp;lt;br/&amp;gt;40% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|8||42,000||39,000||36,000||33,000||28,000||20% Dimension Missile Launcher (4,5)&amp;lt;br/&amp;gt;30% Entropy Launcher (3,4,5)&amp;lt;br/&amp;gt;40% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Vortex Mine (1,2,3,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (2,2,3,3,4)||30% PCF + [[Personal Teleporter]]&amp;lt;br/&amp;gt;40% PDS + Personal Teleporter&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vehicle Equipment&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Novice!!Easy!!Medium!!Hard!!Superhuman&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]||2,000||1,750||1,500||1,250||1,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]||4,000||3,500||3,000||2,500||2,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaking Field (Apocalypse)|Cloaking Field]]||8,000||7,000||6,000||5,000||4,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Teleporter (Apocalypse)|Teleporter]]||16,000||14,000||12,000||10,000||8,000&lt;br /&gt;
|}&lt;br /&gt;
==Progress: Humans==&lt;br /&gt;
All [[Organizations]] will upgrade their &amp;quot;Tech Level&amp;quot; by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.&lt;br /&gt;
===Organizations&#039; Starting Tech Levels===&lt;br /&gt;
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]]&lt;br /&gt;
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]]&lt;br /&gt;
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]]&lt;br /&gt;
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Tactical Equipment (Humans)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||40% [[Megapol Lawpistol|Lawpistol]] (2,2,3,4)&amp;lt;br&amp;gt;30% [[Marsec M4000 Machine Gun|M4000 Machine Gun]] (2,3,4)&amp;lt;br&amp;gt;20% [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (2)&amp;lt;br&amp;gt;10% [[Megapol Auto Cannon|Auto Cannon]] (3AP)||20% [[Megapol AP Grenade|AP Grenade]] (1,2)&amp;lt;br&amp;gt;10% [[Megapol Smoke Grenade|Smoke Grenade]] (1)&amp;lt;br&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||20% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3,3,4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2,3)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;10% [[Megapol Plasma Gun|Plasma Gun]] (2)&amp;lt;br&amp;gt;10% [[Marsec Heavy Launcher|Heavy Launcher]] (3HE)||20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% [[Megapol Stun Grenade|Stun Grenade]] (1)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;60% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||10% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;10% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)||10% [[Marsec Proximity Mine|Proximity Mine]] (1)&amp;lt;br&amp;gt;30% AP Grenade (1,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||20% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;20% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% [[Marsec Minilauncher|MiniLauncher]] (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||10% M4000 Machine Gun (4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;30% Plasma Gun (0&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;,2,2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|6||20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;20% [[Disruptor Gun]] (n/a)||20% Proximity Mine (1,2)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|7||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)||10% [[Boomeroid]] (1)&amp;lt;br&amp;gt;10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (2,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|8||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% [[Devastator Cannon]] (n/a)||20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|9||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% Devastator Cannon (n/a)||10% [[Vortex Mine]] (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,3,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||20% [[Personal Disruptor Shield]]&amp;lt;br&amp;gt;80% None&lt;br /&gt;
|-&lt;br /&gt;
|10||10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;20% Devastator Cannon (n/a)||20% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;20% Proximity Mine (1,2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||10% [[Personal Cloaking Field]]&amp;lt;br&amp;gt;20% Personal Disruptor Shield&amp;lt;br&amp;gt;70% None&lt;br /&gt;
|-&lt;br /&gt;
|11||20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;30% Devastator Cannon (n/a)||30% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||10% PDS + PCF&amp;lt;br&amp;gt;10% Personal Cloaking Field&amp;lt;br&amp;gt;30% Personal Disruptor Shield&amp;lt;br&amp;gt;50% None&lt;br /&gt;
|-&lt;br /&gt;
|12||10% Plasma Gun (3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;40% Devastator Cannon (n/a)||40% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||20% PDS + PCF&amp;lt;br&amp;gt;20% Personal Cloaking Field&amp;lt;br&amp;gt;40% Personal Disruptor Shield&amp;lt;br&amp;gt;20% None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.&lt;br /&gt;
&lt;br /&gt;
====Un-Progress====&lt;br /&gt;
It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens to be also reduced. Purposely limit the tactical score by:&lt;br /&gt;
* Escape a UFO crash recovery battlescape after finding new technology, abandoning alien corpses or recoverable craft devices.&lt;br /&gt;
* Escape from a cleanup of alien infestation (kill as many aliens (including eggs and chrysalids) as possible but prevent successful completion of the mission).&lt;br /&gt;
* Escape from a raid with only what is absolutely needed, ammo does not contribute to score.&lt;br /&gt;
* Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (bonus if you equipped them with obsolete unload weapons or excess junk). Bonus for executing them yourself. (-10 points in casualty rating for getting a rookie killed, and an additional -10 in combat rating for killing your own rookie) (friendly kills give the same penalty again to combat rating)&lt;br /&gt;
* One interesting tactic is, in the early game, if you see an anthropod firing at you with a brainsucker launcher, throw an explosive at the corpse, blowing up the brainsucker launcher, the corpse, and any remaining brainsucker pods. ... this is interesting because, this is often actually a very useful move. Brainsucker pods and launchers give a lot of score while being worth peanuts in resale value, but you are also preventing any more brainsuckers from spawning and hitting you when you aren&#039;t prepared for them.&lt;br /&gt;
If score limiting is used, technology used by building security (level +1 each week) will surpass the alien&#039;s level. X-Com may then rely on &#039;others&#039; to provide an endless stream of exotic equipment[[Stun_Raid|&#039;&#039;&#039;.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Tech_Levels_(Apocalypse)&amp;diff=107572</id>
		<title>Talk:Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Tech_Levels_(Apocalypse)&amp;diff=107572"/>
		<updated>2022-05-08T05:24:39Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When someone finds the time, it would be nice if a table for Human (enemy) tech levels could be added... though I don&#039;t know in which category it would fit. I have the data, though.&lt;br /&gt;
--[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:46, 8 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: We could include the table here. They are still alien weapons, but the table relates to when human groups get ahold of them. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:32, 9 June 2014 (EDT)&lt;br /&gt;
:: Incidentally, I think we might be short on a number of technologies for the alien table. Mainly the UFO weapons. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:02, 9 June 2014 (EDT)&lt;br /&gt;
::: Ok, the human stuff is done. Two probable bugs I&#039;ve noticed: 1) stun grenades are only available on tech level 2 (probably an oversight), and 2) it looks like humans can sometimes spawn with a Plasma Gun but no ammo (only on tech level 5).--[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:31, 15 June 2014 (EDT)&lt;br /&gt;
::: NKF, it seems the UFO weapons are not tied to the player&#039;s score. - at least according to Apoc&#039;d. There&#039;s also something called a &amp;quot;Dimension Shifter&amp;quot; that&#039;s supposed to appear at really high scores, but it looks like it didn&#039;t make it to the final version of the game.--[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:45, 16 June 2014 (EDT)&lt;br /&gt;
:::: Something might worth mentioning is that the Tech levels are also used to generate the loot when raiding buildings.[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:04, 15 June 2014 (EDT)&lt;br /&gt;
::::: Well I&#039;m working with Apoc&#039;d and there&#039;s no mention of it there. Any idea about how it works? --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:53, 15 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
 Bonus for executing them yourself&lt;br /&gt;
...so evil...so evil!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I love it!&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
just checked, friendly kills gives you the same amount of negative score in combat rating as the casualty rating. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 07:24, 8 May 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Engaging_the_Enemy_(Apocalypse)&amp;diff=107561</id>
		<title>Talk:Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Engaging_the_Enemy_(Apocalypse)&amp;diff=107561"/>
		<updated>2022-05-07T16:21:01Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Who knows how to use the tech?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;If mind-controlled by X-Com, the exotic technology they might carry is &#039;known&#039; to X-Com (how to use it, shoot it, etc.) only for the period of mind control. X-Com does not learn anything from using alien technology is this fashion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... question, since this situation hasn&#039;t really occured for me (I research stuff ASAP). Do all your agents &amp;quot;learn&amp;quot; how to use the alien equipment during this time? Or is it just that mind controlled unit that can use the stuff? If it&#039;s just the unit itself, then this sentence isn&#039;t accurate.&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107560</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107560"/>
		<updated>2022-05-07T16:18:14Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Fighting: Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;General Battlescape Tactics Against Alien lifeforms.&#039;&#039;&#039;&lt;br /&gt;
* Relevant mainly for real-time game mode. Turn Based Tactics are also [[Turn-Based_Combat_(Apocalypse)|available]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of battle tactics developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. &amp;lt;u&amp;gt;Know your tools&amp;lt;/u&amp;gt;.&lt;br /&gt;
=In General=&lt;br /&gt;
&amp;lt;u&amp;gt;Note:&amp;lt;/u&amp;gt; All alien lifeforms mentioned in &#039;&#039;&#039;Common&#039;&#039;&#039; are the usual types used throughout the whole game. The aliens mentioned in &#039;&#039;&#039;Uncommon&#039;&#039;&#039; only start to appear later and are used mostly in a support role.&lt;br /&gt;
* Listen to the aliens! The sounds they make identifies who and where they are on the battlescape. Knowing what to expect allows you to plan: what tactics to use, what weapon is needed, if it is safe to be on the ground etc.&lt;br /&gt;
* A single X-Com unit moved to a location may not be facing the desired direction. To allow an agent to end up facing a certain way, the  movement action of a single agent should be performed by giving waypoints using Ctrl-LMB so that the final destination is in one cell that is closer to &#039;the action&#039;. The agent will turn just before this last waypoint and stop in the last one... facing the action! This tactic is best used for an agent that needs to move far. You don&#039;t have to wait for them to arrive just so that you can manually turn them via RMB. Note: any waypoints over blue-exit-tiles will cause the agent to escape the battlescape.&lt;br /&gt;
* Flying agents are better to suited to combat since they have more freedom to move, can fly up to avoid melee units, avoid ground explosions if high enough, infiltrate buildings by unconventional access, can drop explosives onto hostiles instead of trying to throw them, are able to hide in more areas, can quickly reach the best sniper positions, can do alot more things than an agent limited to the ground. &amp;lt;!-- don&#039;t put negatives here like weaker armor, that is in its own page! --&amp;gt;&lt;br /&gt;
* Moving flying agents to new locations when in overhead battlescape view, will give a location as normal but it will end at ground level (destination icon will be a circle instead of a cross). eg: an agent airbourne at level nine is moved to a new location in flat terrain (in overhead view), they will finish the move at level one.&lt;br /&gt;
* Stun gas clouds make units run in all directions, will knock out entities easily, briefly negates their offense and should be used often&amp;lt;br&amp;gt; against &amp;lt;s&amp;gt;anything hostile&amp;lt;/s&amp;gt; everyone. (even when stun-capture-recovery is not possible ie: building security)&lt;br /&gt;
* If an agent can see an unconscious unit and you want that agent to stand on the body (in overhead view) Alt-LMB in the body since just clicking LMB will attempt to select that unit.  &lt;br /&gt;
* Standing on an unconsicous unit will prevent them from becoming active.&lt;br /&gt;
* Any unconscious unit can be shot at via forced fire to kill them before they wake up (or, explosives and fire will inflict damage quickly. Stun gas and, if vunerable, smoke will prolong their sleep).&amp;lt;br&amp;gt;&lt;br /&gt;
:Note: when manually shooting with direct fire at a knocked-out entity, if the ammunition impact makes a ricohet sound, the ground was shot; your agent missed! Any fleshy impacts &amp;lt;u&amp;gt;will not make a sound&amp;lt;/u&amp;gt; when the body is hit (once dead, message bar: &amp;quot;Hostile Unit has died). Your agent&#039;s position and posture should be changed to get a better shot if it is difficult to hit a oddly positioned entity. When prone, shooting &#039;past&#039; the alive body will cause the &#039;thing in the way&#039; to be hit instead. Caution with Poppers, however.&lt;br /&gt;
* In the later parts of the game when your agents have personal shields and dirsruptor armor, brainsuckers will still be a threat in the same capacity as they were a threat in the very first mission. Nothing you can use protects against this alien. Prevention is the best option with overwhelming firepower! Poppers, however, become much less of a threat when an agent is equiped with (at least) a shield, moreso, with better armors to the point of poppers being nothing more than a mini mobile smoke screen. The only proven method of reducing the threat to zero of brainsuckers, poppers and hyperworms is by flying high off from the terrain. Kill them at your leisure.&lt;br /&gt;
==Fighting: Common [[Alien_Overview_(Apocalypse)|Aliens]]==&lt;br /&gt;
Common alien threats are brainsuckers, poppers, anthropods, spitters, multiworms and hyperworms, alien eggs, and (appearing later) skeletoids. In-depth information and &amp;lt;u&amp;gt;more fighting tactics&amp;lt;/u&amp;gt; against aliens are available on thier own page.&amp;lt;br&amp;gt;&lt;br /&gt;
===Aliens With Grown-In Weapons===&lt;br /&gt;
* [[Brainsucker_(Apocalypse)|&#039;&#039;&#039;Brainsuckers&#039;&#039;&#039;]] are the most serious of threats on the battlescape, but are a zero threat if only using Android agents. Brainsuckers must be killed immediately and without much thought into how. A lone or isolated agent can only use three certain actions, besides weaponry, when faced with a brainsucker: go prone (need space) and don&#039;t turn until it is too tired to keep trying, fly upwards (need marsec armor) five or higher levels from the terrain below and side features (not &#039;&#039;at&#039;&#039; level five), standing under (not crouch) or flying directly under any ceiling/roof/structure/doorway (need a building) so that your agent&#039;s head &amp;quot;touches&amp;quot; the top and will not give enough room for the brainsucker to attach. If an X-com unit does not have any other option and is fast (drop heavy items), moving them quickly and randomly may cause the brainsucker to get too tired from constantly missing the agents head. Stand on the alien and don&#039;t move until your agent has armed back up... or just don&#039;t move! (if your trooper is alone on the battlescape, good luck!)&amp;lt;br&amp;gt;&lt;br /&gt;
* A brainsucker has low health and is easily stunned with a grapple. The trade off being reduced accuracy of a two-handed weapon until all brainsuckers are gone.&lt;br /&gt;
* An agent mid-suck cannot be selected (inventory access is blocked for the agent, but this can be circumvented). Using others to shoot at or near the victim with explosives may kill it quickly. If possible via inventory access, a 0.25 second grenade (stun or explosive) on the ground may remove the brainsucker threat and possibly injure the agent.&amp;lt;br&amp;gt; &lt;br /&gt;
* If an agent is lost via a &#039;brainsuck&#039;, the &#039;alien&#039; is now the most severe threat since Megapol or Marsec Armor is resistant to damage from early weapons, and those very same weapons and explosives are now pointed at your troops! A stun grapple hit or sustained auto-shot fire from stronger weapons (autocannon with armor piercing rounds, or plasma gun etc.) will eventually kill the contaminated agent. Beware of ammunition/explosives cooking-off.&amp;lt;br&amp;gt;&lt;br /&gt;
* Brainsuckers come from pods, pods come from launchers, launchers are carried by foot soldiers (Anthropod and Skeletoid lifeforms). If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents (RMB) in all directions until found, which being so dangerous, agents could (should?) ignore other aliens types until the brainsucker is dead. Pods under an agent will not hatch, pick them up.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Note: It is possible that so many brainsuckers have been created on the battlescape that the game will not allow more to hatch until the entire population (not just brainsuckers) on the map is reduced (killed, not stunned). It will be common to see pods which do not hatch littering the battlefield, however, they still may break open if the game will allow it.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Popper_(Apocalypse)|&#039;&#039;&#039;Poppers&#039;&#039;&#039;]] are the very close second (or first if inside enclosed areas) serious threat to your troops. A popper is the fastest alien encountered for its only tactic is to find the nearest hostile, get as close as possible at full speed, then &#039;&#039;pop&#039;&#039; (explode)! Choosing between a brainsucker or popper as the immediate threat to be dealt with is a matter of how close the popper is to your troops. A popper dying from with armor piercing, explosions, or incendiaries will immediately explode. The explosion being powerful enough to detonate other poppers nearby, often resulting in a chain-reaction of explosions, heavily wounding others caught in the blasts. If this opportunitistic tactic can be used when a crash recovery is in progress and within a corridor, the aliens may be too injured and demoralised to fight and all may start to panic. This one action of chained explosions may turn the battle quickly against the alien horde.&lt;br /&gt;
* A popper leaves a trail of smoke whenever moving. This many conceal others behind it, and with the second and third etc. popper making the smoke thicker, it may be better to move away briefly until it clears so you don&#039;t get surprised. A popper on motion scanner is easily picked out since the speed it moves at leaves a strong signature on the scanner minimap. If any of them are seen running on open ground, it may be possible to lead-the target with an autocannon explosive round or a thrown grenade.&lt;br /&gt;
* If any aliens are found grouped together with a popper, an explosive thrown into the group, or aim for the popper with weaponry which causes it to detonate when killed will save ammunition, injure or kill many aliens and may cause panic.&lt;br /&gt;
* A wounded and unconscious popper is best avoided since it may explode at anytime since it is unknown if the wounds are bleeding (fatal wounds) so it may be wise to blow it up with a weak explosive, but only if it is an obstruction or too close to proceed past safely.&lt;br /&gt;
* The threat of the large explosion from is entirely avoided by flight. Flying above the ground (same method as with Brainsuckers) completely negates any threat from this creature if the environment allows flying so high.&lt;br /&gt;
* Poppers within buildings can be an unexpected deadly threat since an agent flying past an open(ing) window will allow the popper to see your trooper and thus detonate. Note: This is similar to a Boomeroid when behind a wall. It won&#039;t explode until it can see you (a door/window opens).&lt;br /&gt;
* Poppers are usually the first out of a UFO when they are present. A proximity mine can be thrown just in front of the door (2sec/4.5m) which will stop it being anything more that just a smoking scar on the terrain.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Spitter_(Apocalypse)|&#039;&#039;&#039;Spitters&#039;&#039;&#039;]] have inaccurate aim but when it impacts, the enzymes eat armor and flesh only weakly, posing a minimal danger unless a group has targeted a single agent, thus, any groups of these should be broken up with explosives. They usually don&#039;t attack first when a battle starts and prefer to wait until others have &#039;had a go&#039;, hence, they may be already panicking by that time. A average agent can rush in for a kill and get some experience!&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Multiworm_(Apocalypse)|&#039;&#039;&#039;Multiworms&#039;&#039;&#039;]] will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range enzyme spit. Use the environment to be at an elevated level, if possible, and engage it with hard-hiting weapons such as the laser, plasma gun, or heavy launcher with explosives from a medium distance to avoid the spit and its melee babies. If in close with a multiworm, retreating further away is the best tactic since they are slow moving. Explosives (autocannon) from multiple agents will wear down the creature until it &#039;bursts&#039;, with continued fire (or a stronger AP-grenade explosion) to also kill the babies. An injured multiworm can be bombarded with stun (grapple or gas) until unconscious which will not cause the creature to &#039;birth&#039;. Standing on (until mission end?) any part of the worm will keep it subdued.&amp;lt;br&amp;gt;&lt;br /&gt;
Special Note: The battlescaspe population will determine if hyperworms will be allowed to appear after the multiworm dies. This is similar to why brainsucker pods don&#039;t always break open.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Hyperworm_(Apocalypse)|&#039;&#039;&#039;Hyperworm&#039;&#039;&#039;]] is a fast &#039;snake&#039; and quickly needs to get close to eat (melee combat). Its high speed makes a hyperworm the last threat which needs urgent attention. Shooting at the hyperworm with autocannon high explosive rounds is the best tactic since, &#039;&#039;where there is one...&#039;&#039;&amp;lt;br&amp;gt; If an agent can fly and is out of the hyperworms melee range, the worm now is just a nothing but a mere annoyance that needs to be silenced. If face-to-face with a hyperworm, use the brainsuck-in-action tactic of dropping a live grenade, or run!&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Multiworm_Egg_(Apocalypse)|&#039;&#039;&#039;Multiworm Alien Eggs&#039;&#039;&#039;]] are easily avoided since they cannot move, have a weak enzyme projectile and pose a minimal threat. Distance is the only problem with eggs since an agent turning a corner may come in close range to its weapon. A motion scanner should be used to limit any surprises.&lt;br /&gt;
* [[Chrysalis_(Apocalypse)|&#039;&#039;&#039;Chrysalis&#039;&#039;&#039;]] is no threat whatsoever. A chrysalis is a coccoon like alien usually found together with alien eggs, located in less travelled areas of a building or UFO. It has no offensive capabilties, does not move, and does not &#039;hatch&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
These two alien lifeforms (egg and coccoon) may block corridors which may prevent other aliens from proceeding into battle. Shoot the others first. The egg and coccoon do not need to be killed for a mission to end successfully (ie: eliminate all aliens) since they are both recovered alive when possible, at mission completion, if not dead. &lt;br /&gt;
===Aliens Who Carry Weapons===&lt;br /&gt;
There are only two alien lifeforms in the whole game which can carry any (alien or earth-based) weapons, grenades and devices. The blue Anthropod and the yellow Skeletoid. Tactics against these two types are the same with the only difference is that the skeletoid can fly.&lt;br /&gt;
* [[Anthropod_(Apocalypse)|&#039;&#039;&#039;Anthropods&#039;&#039;&#039;]] and [[Skeletoid_(Apocalypse)|&#039;&#039;&#039;Skeletoids&#039;&#039;&#039;]] are the &#039;&#039;foot&#039;&#039; soldiers of the alien menace. They can use any weapon available on the battlescape since they can pick up anything dropped when needed (some weapons they won&#039;t bother with because they don&#039;t cause death). When these two use the inaccurate brainsucker launcher, they will shoot the pods only in the general direction of your troopers. With this one weapon, they may be briefly the second most dangerous alien ...until all pods have been fired! Anthropod and Skeletoids themselves, are completely harmless without a weapon or grenade. They have no in-grown weapons! Concentrate on the brainsuckers instead when they are about (careful with those poppers, too). Kill the foot soldiers before they can launch more pods. If they are in a corridor, they may be unable to aim high to shoot over your agents&#039; heads. Approaching an alien body which used a brainsucker launcher may cause the dropped pods to break open and then you&#039;ll have a brainsucker face-to-face!&amp;lt;br&amp;gt;&lt;br /&gt;
* If fighting high in the air with a skeletoid, a quick shot of stun grapple instead of a prolonged fire-fight will cause the alien to plummet to the ground, and usually die.&lt;br /&gt;
* As the game progress these two aliens will acquire better weaponry and eventually start using exotic devices also. Concentrate fire onto the one with the &#039;biggest gun&#039; since most other common aliens will appear to be minor threats, except brainsuckers (always) and poppers (usually). The anthropod, being limited to the ground, can be out-manouvered against flying agents by deformed terrain, broken walkways ...anything that can limit your own agents when ground-based, applies to the anthropod as well. The skeletoid suffers no such penalties. Where your agents can fly, the skeletoids can follow!&lt;br /&gt;
==Fighting: Uncommon Aliens==&lt;br /&gt;
* [[Skeletoid_(Apocalypse)|&#039;&#039;&#039;Megaspawn&#039;&#039;&#039;]] is the large tank of the alien forces. Its grown-in weapons being the disruptor beam and a dimension missile launcher makes this slow mass of flesh extremely dangerous. Avoid the missile inflight by using cover with hide-and-seek tactics (you hide when the missile seeks). The megaspawn itself is too slow to chase troops and is usually stuck inside the UFO. Any of these tanks outside, however, should be attacked with the strongest weapons available en-masse from different directions all at once. Depending on the weaponry available to X-Com, the multiworm injure-and-stun tactic works, and followed up by standing on the unconscious unit (overhead view, large red circle, stand one agent on any part of the circle). The missile may be avoided by a fast agent running perpendicular to the incoming warhead. The turning rate is too loose to track such fast movement and it usually ends up over shooting and exploding nearby. ...nearby being better than in their face! &amp;lt;!-- the teleporter tactic will be mentioned in the other page, not here --&amp;gt;&lt;br /&gt;
* [[Micronoid_Aggregate_(Apocalypse)|&#039;&#039;&#039;Micronoid&#039;&#039;&#039;]] and [[Psimorph_(Apocalypse)|&#039;&#039;&#039;Psimorph&#039;&#039;&#039;]] lifeforms use psionic powers as their only method of combat. They both have no offensive weaponry, are slow moving and they avoid the main battle, if possible. The only difference between the two, the Psimorph can fly, is larger and has slightly better psionic skills and much more health. These two lifeforms will use panic and stun psi powers on X-Com agents often with the psimorph using mind control against psi-weak X-Com agents, from medium distance to assist other aliens in battle. Battlescape tactics to fight these lifeform is easy and simple ...like shooting a slow moving chrysalid. Stunning the psimorph uses the same tactics as for the megaspawn, with the micronoid immune to stun gas but not to stun grapples. Any time these two aliens are present on the battlescape, androids (in your squad) are the prefered troop to use.&lt;br /&gt;
==Fighting: Unique Aliens==&lt;br /&gt;
* [[Queenspawn_(Apocalypse)|&#039;&#039;&#039;Queenspawn&#039;&#039;&#039;]] is the egg factory of all those Multiworm Eggs! This alien is only found once. A live specimen should be a priority for reasearch. This yellow, tentacled, immobile, octopus-like alien has very high health and a very strong enzyme weapon. This important alien is often surrounded by eggs (that need to be scrambled with some Vortex power) and a defending force of Megaspawns, including having reinforcements available from the nearby &#039;orange pads&#039;. To capture this lifeform is a difficult operation. Its health must be reduced to less than half without killing it and then must be constantly gassed with stun grenades until it passes out. Getting too close to its tentacles results in a deadly whip, hence, stun grapples may not the best option. Distraction of the queenspawn is possible with one agent whilst another stealthy agent can get closer, if lucky, to use the grapple. &amp;lt;!-- not mentioning destroying orange pads, thats for the alien building page. --&amp;gt; &lt;br /&gt;
=Fighting: [[Population_(Apocalypse)|Humans]]=&lt;br /&gt;
The human population of Mega-Primus go about their business without any concern of the Alien threat to their city or way of life. &lt;br /&gt;
* Building Security on the battlescape (cultists, gangsters, police and guards) are always classed as human irrelevant of what their portrait picture may show (when Mind-Controlled).&lt;br /&gt;
* Only appear in two areas: their own buildings and your base!&lt;br /&gt;
* Carry weapons &amp;lt;s&amp;gt;which are available on the market place.&amp;lt;/s&amp;gt; according to their current tech level.&lt;br /&gt;
* Usually are comparable to human X-Com agents in attributes.&lt;br /&gt;
* Cannot train and do not gain experience in battle.&lt;br /&gt;
* Cannot use certain weapons (power swords).&lt;br /&gt;
* If out of ammunition for their weapon, they either: steal some off their downed friends or drop their current weapon find something else.&lt;br /&gt;
* Will use alien weaponry and devices as the game progresses.&lt;br /&gt;
* If mind-controlled by X-Com, the exotic technology they might carry is &#039;known&#039; to X-Com (how to use it, shoot it, etc.) only for the &amp;lt;u&amp;gt;period of mind control&amp;lt;/u&amp;gt;. X-Com does not learn anything from using alien technology is this fashion.&lt;br /&gt;
* A hostile may pick up Mind Bender (or be given one) and may attempt psionic attacks on your units.&lt;br /&gt;
* Any unit can be forced to move by throwing an &amp;lt;u&amp;gt;un&amp;lt;/u&amp;gt;armed grenade next to them. Their &#039;programmed&#039; response is to flee until they are outside its blast radius. When a dud grenade is thrown, all within the effective area will flee but others outside (the blast radius) may attempt to steal the grenade once they realise it was not a threat. Smoke grenades are ideal for this tactic but other types are likely to be stolen if not recovered soon. Neutrals may throw their own live grenade towards yours to blow it up and remove the threat. Boomeroids are targeted for removal as a priority, beware of any explosions. This tactic can be used to unblock corridors of entities or to force a kneeling neutral to stand and run (stun grapple sometimes does not work on kneeling units).&lt;br /&gt;
* May become more technologically [[Tech_Levels_(Apocalypse)|advanced]] than X-Com and Aliens!!&lt;br /&gt;
&lt;br /&gt;
[[Take_Cover!| Previous Page]] [[Strategies_for_Troops_(Apocalypse)|Next Page]] [[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=107559</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=107559"/>
		<updated>2022-05-07T16:11:21Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Request - Apoc&amp;#039;d */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
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:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
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== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=107558</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=107558"/>
		<updated>2022-05-07T16:07:44Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Security Turrets in Alien Dimension (Apoc) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=107557</id>
		<title>Alien Ship Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=107557"/>
		<updated>2022-05-07T16:04:44Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alien UFO and X-Com Vehicle Combat in Mega-Primus&#039;&#039;&#039;&lt;br /&gt;
=In General=&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Any road, road related infrastructure, or support columns are very weak and are easily damaged and destroyed, any vehicle using that road section will be destroyed also.&lt;br /&gt;
All vehicles, road and air, are under robotic control. You do not need to have a &#039;pilot&#039; (a single X-Com troop) on the craft just to drive/fly it. It is not necessary and a waste when the vehicle is destroyed.&lt;br /&gt;
===Cityscape Vehicle Groups===&lt;br /&gt;
* Grouping cannot saved.&lt;br /&gt;
* Maximum quantity that can be selected as one temporary group is 13.&lt;br /&gt;
* Select multiple vehicles by holding down the CTRL button and either, LMB click on the icon in the bar displaying your craft, or click on the individual yellow icons on the cityscape portion.&lt;br /&gt;
* The vehicles selected do not belong in a group anymore if you LMB click on an unhighlighted vehicle icon. To get those vehicles again, you must select them again via the tedious CTRL+LMB method.&lt;br /&gt;
* The vehicle with the yellow border (the lead vehicle irrelevant who is grouped) is the one which has its weapon loadout displayed in the interface. Icons with an orange border denote the other selected vehicles within this temporary group.&lt;br /&gt;
* To remove a vehicle from the grouping, RMB click on its icon.&lt;br /&gt;
===Cityscape Placement===&lt;br /&gt;
* Dimension Gates move randomly about Mega-Primus at random times. Craft stationed at nearby buildings may having the shortest flight time before engaging the alien crafts but may be vunerable when exiting the launch tubes.&lt;br /&gt;
* X-Com craft do not need to be at the base all the time. Spread your craft around the city to buildings which have multiple launch tubes when using multiple airbourne craft.&lt;br /&gt;
* Don&#039;t try and crowd many craft into one-tube buildings that are closest to the dimension gates.&lt;br /&gt;
* Choose buildings which, when collapsing, would not damage craft in the process of taking off.&lt;br /&gt;
* Craft will launch from multiple tubes even if the yellow craft icon doesn&#039;t appear over all tubes.&lt;br /&gt;
* After combat it is not necessary to return to base to refuel and rearm, or even to repair (if is tedious to Ctrl-LMB on many craft). &lt;br /&gt;
* To enable/disable a weapon on a single craft so that missiles are not wasted on hostile company vehicles or trying not to destroy a UFO outright, LMB the relevant weapon on the [[Cityscape_(Apocalypse)#Cityscape_Display|weapons display]]. (see &#039;&#039;&#039;Attitude: Evasive&#039;&#039;&#039; below) &lt;br /&gt;
* Transport versions of X-Com craft will be heavier due to modules. Any transport craft with agents on-board will die if the craft is shot down!&lt;br /&gt;
==[[Vehicles (Apocalypse)|Vehicles]]==&lt;br /&gt;
A vehicle purchased from a factory usually has a weak engine, weak weapons and does not come with any modules or devices (the only exception is the Wolfhound).&lt;br /&gt;
X-com manufactured vehicles come with their own built in engine with infinite fuel and NO weapons. The bio-trans comes with 4 cargo modules and 4 bio transport modules... which are mostly unnecessary, since you only ever need 1 of each on a wehicle. &lt;br /&gt;
===Air===&lt;br /&gt;
====[[Hoverbike_(Apocalypse)|Hoverbike]]====&lt;br /&gt;
Hoverbikes are very weak with a weak gun. Use them as a swarm. They are very good at evasion, even better when upgraded with the [[SD_Sports_(Apocalypse)|best]] engines allowing higher speed and the best acceleration.&amp;lt;br&amp;gt;&lt;br /&gt;
The best weapon available for the Hoverbike is the [[Lineage_Plasma_Cannon_(Apocalypse)|Plasma Cannon]] but regarding the low constitution of this vehicle, this may become expensive.&lt;br /&gt;
====[[Phoenix_Hovercar_(Apocalypse)|Hovercar]]====&lt;br /&gt;
Hovercars can mount two weapons and have room for one [[Small_Disruption_Shield_(Apocalypse)|small shield]]. They should be upgraded with the [[SD_Turbo_(Apocalypse)|SD Turbo]] engine as they are underpowered from the factory. With two weapon slots, better constitution and the option of mounting a shield, Hovercars will survive longer in battle.&amp;lt;br&amp;gt;&lt;br /&gt;
An optimal configuration (dual plasma cannons or plasma cannon and [[Prophet_Missile_Array_(Apocalypse)|prophet]]) with a shield and the best engine wil usually be the main fighting force until better vehicles become available.&lt;br /&gt;
====[[Valkyrie_Interceptor_(Apocalypse)|Valkyrie]]====&lt;br /&gt;
Expensive but durable. Mounted with plasma cannons ensures this vehicle can knock them down whilst being knocked about. Even better with three small shields and the [[SD_Special_(Apocalypse)|best]] engine. If funds and stock levels allow, this may be the better choice for a main fighting force if small shields can be maintained (and manufactured quickly).&lt;br /&gt;
====[[Hawk_Air_Warrior_(Apocalypse)|Hawk]]====&lt;br /&gt;
Expensive, durable, three weapon mounts. Heavy vehicle that can mount the alien [[Medium Disruptor Beam]]. Turns slowly which can be a liability. Will last long in battle when using small shields but can be overwhelmed due to its slow turning and weight.&lt;br /&gt;
===Road===&lt;br /&gt;
Road vehicles are not very useful because all roads are too weak. The vehicles are good, the roads aren&#039;t. It may end up being an expensive error.&lt;br /&gt;
===Hybrid===&lt;br /&gt;
X-Com craft powered by alien technology do not need to land. They can stay airbourne forever near dimension gates and only need to return to the strike base for repair or reloading plasmas or missiles. Hybrid fighter craft used in a 3on1 against any massive UFO is commonly used when equipped with shields. Other air battles perform similiar to Valkyrie fighting tactics. Typically, the only threat which can destroy craft shields is being caught in stasis when in combat with heavy disruptor beam guns and disruptor inversion bombs.&lt;br /&gt;
&lt;br /&gt;
==Airborne Combat Tactics==&lt;br /&gt;
Note: Observe the acceleration change in the vehicle equip screen when mixing weapons, modules, and devices to have the best craft. Overloading a vehicle may make a nimble vehicle, sluggish. Top speed relevant for that engine will never change.&amp;lt;br&amp;gt;&lt;br /&gt;
* X-Com craft spread around the city should have the best of anything.&lt;br /&gt;
* Understand [[UFO_Incursions_(Apocalypse)#Alien_Missions|which craft]] are Primary (mission UFOs) and which can be ignored (escort role) if a battle is difficult.&lt;br /&gt;
* Check the Hostile Vehicles display bar and double click LMB to swap between UFOs.&lt;br /&gt;
* When UFOs start to spawn in, select all combat craft (spread around the city) and transport versions (at your strike base), launch &amp;lt;u&amp;gt;all craft&amp;lt;/u&amp;gt; to attack that single alien craft (specific target selection will be later).&amp;lt;br&amp;gt;&lt;br /&gt;
Note: When a UFO has an escort role and has spawned far others, they will fly at full speed to be near their primary leader. Don&#039;t bother shooting them just yet (unless it is a target-of-opportunity and your craft is fast enough). Missiles will be wasted, shots usually miss etc.&lt;br /&gt;
* Once all alien craft have spawned into Mega-Primus, attack the primary mission UFO(s) with your closer groups of vehicles. Concentrate fire onto the alien craft which is closest to, or starting to hover, over a building to possibly [[Alien_Infiltration_(Apocalypse)#Prevention|prevent]] a successful Alien infestation. &lt;br /&gt;
* If fighting near a building owned by an organisation which is hostile to aliens &#039;&#039;and&#039;&#039; X-Com, shoot the building until defence craft are launched (or the message: &amp;quot;...building under attack by...&amp;quot; appears) then briefly escape away. Any UFOs nearby will now be under attack by these building defenders! (Note: If no craft appear from the building, the company has no craft available. Choose another organisation!) &lt;br /&gt;
* If a UFO has spawned in a remote area, it can be ignored briefly if other primary UFOs are closer to the cityscape buildings.&lt;br /&gt;
* Transport versions with troops on board can assist in battle, however, their objective is to land at any building immediately and &amp;quot;Search&amp;quot; for an infestation. If no infestation attempts were made in the course of battle, a crash recovery team is on stand-by.&lt;br /&gt;
* If X-Com is well equipped, transport type crafts each with a &#039;cleanup crew&#039;, could be assigned to each primary UFO (typically three crafts). &lt;br /&gt;
* Any X-Com vehicles too far away to quickly assist in battle can be returned to their buildings. Larger UFOs, however, may need all the firepower available.&lt;br /&gt;
* If faced with multiple primary craft together, concentrate on one at a time until its disabled (crashing or destroyed). Trying to kill three at once may enable three damaged craft to escape. If a primary craft is escaping and downing it seems unlikely, let it go. Concentrate fire on these that have yet to perform their mission or attack the next most damaged UFO. Craft that returned to the alien dimension are repaired immediately.&lt;br /&gt;
* Escort-role craft will attack anyone that attacked their primary leader. If needing to research a particular UFO, the best opportunity to down one is when they are next to their objective since their speed advantage becomes minor.&lt;br /&gt;
* A primary craft that has accomplished its objective will proceed to the gates at a higher speed (since they are lighter?) and escape.&lt;br /&gt;
* Any UFOs that return to the alien homeworld may be [[UFO_Incursions_(Apocalypse)|used again]] to fulfil a group requirement for later missions.&lt;br /&gt;
* A mixed force of hovercars and hoverbikes works quite well in the beginnings of the game until UFOs use missiles.&lt;br /&gt;
* Fast (evasive attitude) hoverbikes can attract fire from enemy craft whilst less agile hovercars can destroy from a distance when set to cautious attitude.&lt;br /&gt;
* Slow craft (purposely given weak engines) with missiles will launch them at the target directly if flying towards the enemy from long distance. This will allow the missile to fly straight at the target instead of turning constantly trying to hit.&lt;br /&gt;
* Shooting a building via manual control may cause the (overhanging) part to collapse onto &amp;lt;s&amp;gt;an X-Com craft&amp;lt;/s&amp;gt; a UFO when it is trying to hide. This tactic can be used to destroy the UFO which is currently dropping aliens and is close to a side wall.&lt;br /&gt;
* A manually targeted people tube structure collapsing directly above any vehicle will heavily damage or outright destroy it. This can be used to eliminate massive UFOs since they are big and slow. Cityscape damage will affect relations and score if this desperate method is used.&lt;br /&gt;
* Giving [[Input_Device_Reference_(Apocalypse)#Cityscape_Waypoints|waypoints]] to vehicles en-route to battle may help in tactics. &lt;br /&gt;
===Attitude===&lt;br /&gt;
There are four settings:&amp;lt;br&amp;gt;&lt;br /&gt;
Agressive = shoot shoot shoot!!! don&#039;t care about health or who is in the way.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard = shoot shoot!! make those shots count, and dodge others.&amp;lt;br&amp;gt;&lt;br /&gt;
Cautious = shoot! make sure to get the best shot but don&#039;t scratch my paintwork.&amp;lt;br&amp;gt;&lt;br /&gt;
Evasive = don&#039;t shoot but dodge dodge dodge.&amp;lt;br&amp;gt;&lt;br /&gt;
* Attitude (evasive to aggressive) influences your craft&#039;s disengagement from battle when damaged.&lt;br /&gt;
* An aggressive setting will make your aircraft get very close to the target. This will affect enemy missiles since they must turn constantly, but it also limits your craft&#039;s airspace for evasive maneuvers. If you have many craft swarming an enemy, the hostile cannot move freely. Aggressive craft will often fire at the target disregarding any friendly craft in the way.&lt;br /&gt;
* A Cautious setting enables weapon use at a distance (typically maximum range of the selected weapon to target). Weapons may miss if the target is nimble. Overshoot into buildings may be a problem.&lt;br /&gt;
* Evasive setting will prevent your craft from using weapons. This is best when flying long distance to a target so that your craft do not fire on hostile company vehicles.&lt;br /&gt;
* Changing a craft&#039;s attitude as an air battle progresses may prevent UFOs from being destroyed outright. Switch to Evasive just before the UFO is destroyed. Missiles still inflight will be cause for guesswork!&lt;br /&gt;
* If your craft has sustained damage, depending on the attitude (note: not altitude), it will immediately try to return to base. It will fly a straight line and does not avoid any threats. To stop this action, changing the attitude to a more aggressive setting will regain control (from forced &amp;quot;Returning to Base&amp;quot; messages) of the damaged craft. You can then choose a direction to fly away from the air-battle or to force that craft back into the fight. The more &#039;mild&#039; the attitude, the earlier that craft will break-off when sustaining damage.&lt;br /&gt;
===Height===&lt;br /&gt;
* The highest setting enables the best unobstructed flight path.&lt;br /&gt;
* The lowest setting is just above road level.&lt;br /&gt;
* Using the highest setting allows room for missile flight but forces your craft to shoot downwards at a hostile (if at a lower height). If your weapons miss, they may impact a building.&lt;br /&gt;
* Using a lower (but not lowest) height setting can make air combat more difficult due to a building blocking shots and close proximity to sections of building collapsing, damaging your craft; but it allows shooting up at the target. If the shots miss, they fly off into the sky and not into a building.&lt;br /&gt;
* Large X-Com craft have weak Top Armor. Higher altitudes will limit exposure and damage to this area if shields are not available.&lt;br /&gt;
* Over unowned land or outside citywalls, medium-high altitude is best since it allows your craft maximum available airspace for evasive maneuvers.&lt;br /&gt;
* Inside the city, lower height setting is prefered since the enemy may miss and hit a building (to your [[Relations_(Apocalypse)|Relations]] advantage). Enemy missiles will be flying downwards also. If they miss they often impact the ground which reduces the overall threat.&lt;br /&gt;
==Manual Control==&lt;br /&gt;
A single X-Com air or road vehicle may be controlled directly by the player. Certain [[Input_Device_Reference_(Apocalypse)|controls]] are specific to road or flying vehicles. Manual control allows unconventional targeting of weapons, to choose the best firing positioning and to do so when stationary.&lt;br /&gt;
* When selecting multiple craft, the vehicle with the yellow border is the &amp;quot;Leader&amp;quot;. When under manual control other vehicles within this temporary group will all fire on the target that the lead vehicle fires upon.&lt;br /&gt;
* If multiple airbourne craft are selected, height is only changed for the Leader. The others in the group do not change.&lt;br /&gt;
* A vehicle stuck in [[Stasis_Bomb_Launcher_(Apocalypse)|stasis]] cannot move but can still shoot when manually controlled.&lt;br /&gt;
* The &#039;go to location&#039; button when used in overhead cityscape view will allow exact positioning of your airbourne craft just before you choose to manual control it in isometric view.&lt;br /&gt;
* Airbourne craft automatically avoid obstacles. When choosing a new direction to fly, the craft must be moving to make the turn. Aircraft do not turn on the spot.&lt;br /&gt;
* A weapon&#039;s [[Vehicle_Weapons_(Apocalypse)|Firing Arc]] will determine if a shot can be made from the side or rear of a vehicle.&lt;br /&gt;
* Negative points from cityscape building damage are &#039;awarded&#039; for each shot that hits. The type of building piece damaged/destroyed influences the score. The weapon used is irrelevant.&lt;br /&gt;
* If an unstable building collaspes from &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; shot (typically [[Base_Locations_(Apocalypse)|&#039;&#039;&#039;Thomas More Tower&#039;&#039;&#039; - Superhuman Cityscape]]) then only &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt; shot is recorded for Cityscape Damage.&lt;br /&gt;
* Road vehicles will travel at maximum speed unless slowed on purpose. It is possible to slam into the back of a slower or stopped vehicle and both will be destroyed if you are not careful. A head-on collison is also possible if you swap lanes and head into oncoming traffic. A U-turn may be performed anywhere. &lt;br /&gt;
* Attack buildings by utilising a weapon with far overshoot (best air: [[Heavy_Disruptor_Beam_(Apocalypse)|Heavy Disruptor Beam]] or best ground: [[Rumble_Cannon_(Apocalypse)|Rumble Cannon]]), at an extreme range as to not allow the defense craft of that organisation to get close your own craft when they launch to defend the structure.&lt;br /&gt;
* When planning to manually destroy a building it is best to destroy it &#039;from bottom to top&#039;. Position a vehicle in the south-east somewhere (isometric view), far away from a building you want to target. To optimally shoot, place your mouse cursor over the closest and lowest section of building you can see and LMB. The shot may (should) destroy the single section near the ground. The top part will collapse. One hit = one negative score.&lt;br /&gt;
* Manual shooting in overhead cityscape view is possible. The targeted building will be shot from &#039;top to bottom&#039; instead. Vehicles and crashed UFOs can be targeted in the same fashion.&lt;br /&gt;
* Use a vehicle to destroy a crashed UFO if you don&#039;t want to perform a crash recovery (although not strictly necessary since crashed craft will disappear eventually).&lt;br /&gt;
==Advanced Tactic== &lt;br /&gt;
Your craft can &#039;&#039;&#039;block&#039;&#039;&#039; Dimension Gates!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; this tactic is used when there are UFOs already inside Mega-Primus executing their mission. It does not work when there are no alien craft present since the Dimension Gates will move about randomly. It is used to block a gate to stop &amp;lt;u&amp;gt;escape&amp;lt;/u&amp;gt; of an alien craft, not to block them teleporting into Mega-Primus in the first place.&lt;br /&gt;
* Place many air vehicles in a diamond like pattern around the 3D space of a gate!!&lt;br /&gt;
Using Hoverbikes, set all to evasive attitude to prevent friendly fire and to force them to be evasive (even though they do not move when in position). Place one air vehicle using &amp;quot;Go to location&amp;quot; at each compass point next to the gate. Change altitude for each of the four vehicles until it is as close as possible to the same level as the gate.&lt;br /&gt;
To place a craft above or below the dimension gate, change to overhead cityscape, switch to manual control for that vehicle and right click on the gate (Note: the first RMB click will go near the gate, the second RMB will be on the gate icon). Switch back to isometric view then change the altitide for this craft until it stays as close to under (or over) the dimension gate, then switch off manual control. Alien craft do not ram your craft but they will shoot at it and launch missiles. The strange effect is that the guns and missiles rarely hit a stationary Hoverbike.&lt;br /&gt;
To block the gate so nothing can escape, six Hoverbikes (four around, one each above and below) set to the matching altitude of the dimension gate will prevent small alien craft from escaping. When large alien craft need blocking, four in a diamond at the same level as the gate is sufficient. The dimension gate can appear so that it is between the altitude settings of your airbourne craft. If you cannot match the same height as the gate, place four more around the gate at a different level to the four already there.&lt;br /&gt;
Use other craft to knock down the (trying to) escaping UFO quickly since hoverbikes will still get damaged or destroyed. The [[Alien_Fast-Attack_Ship_(Apocalypse)|Fast Attack UFO]] loses its advantage of high speed when using this unconventional tactic. &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107556</id>
		<title>Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107556"/>
		<updated>2022-05-07T15:46:47Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Un-Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also known as &#039;&#039;&#039;Score Levels&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
=Technology Levels=&lt;br /&gt;
==Score==&lt;br /&gt;
* &#039;&#039;&#039;Total Score&#039;&#039;&#039; influences X-Com&#039;s funding from the Government, checked after each week.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Missions&#039;&#039;&#039; score influences what the aliens carry on the battlescape, checked after each mission.&lt;br /&gt;
* &#039;&#039;&#039;UFO Craft Shot Down&#039;&#039;&#039; score influences what devices the UFOs will use, checked at the start of a new day.&lt;br /&gt;
however, X-Com&#039;s score does not determine:&lt;br /&gt;
* [[UFO_Incursions_(Apocalypse)|Aliens]]: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.&lt;br /&gt;
* Alien life-forms or quantity present on the battlescape (check [[Alien_Craft_(Apocalypse)|Infiltration Force]] for each craft).&lt;br /&gt;
* Alien technology given to organisations or quantity of Building Security that are present.&lt;br /&gt;
==Progress: Aliens==&lt;br /&gt;
The tables below show &#039;&#039;progression points&#039;&#039; required for each item to appear, for the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tactical Equipment (Anthropods and Skeletoids)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Novice!!Easy!!Medium!!Hard!!Superhuman!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0||0||0||0||100% [[Brainsucker Launcher]]&amp;lt;br/&amp;gt;(1,1,1,1,2,2,2,3,3,3)||100% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000||1,000||1,000||1,000||1,000||70% [[Disruptor Gun]] (n/a)&amp;lt;br/&amp;gt;30% Brainsucker Launcher (2,3,4)||30% [[Megapol Smoke Grenade|Smoke Grenade]] (1,1,2)&amp;lt;br/&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||2,200||2,200||2,200||2,200||2,200||80% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;20% Brainsucker Launcher (2,3)||30% [[Boomeroid]] (1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||4,000||4,000||4,000||4,000||4,000||50% [[Devastator Cannon]] (n/a)&amp;lt;br/&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Boomeroid (1,1,1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;20% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||7,000||6,900||6,800||6,700||6,600||60% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||30% [[Vortex Mine]] (1,1,2)&amp;lt;br/&amp;gt;50% Boomeroid (1,1,2,3,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (1,2)||70% [[Personal Disruptor Shield]]&amp;lt;br/&amp;gt;30% None&lt;br /&gt;
|-&lt;br /&gt;
|6||12,000||11,500||11,000||10,500||10,000||20% [[Entropy Launcher]] (3,5)&amp;lt;br/&amp;gt;70% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,1,2,3)&amp;lt;br/&amp;gt;40% Boomeroid (1,2,2,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (2,3)||30% [[Personal Cloaking Field]]&amp;lt;br/&amp;gt;40% Personal Disruptor Shield&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|7||22,000||21,000||20,000||19,000||18,000||20% [[Dimension Missile Launcher]] (3,4)&amp;lt;br/&amp;gt;20% Entropy Launcher (3,5)&amp;lt;br/&amp;gt;50% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,2,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (1,2,2,3,4)&amp;lt;br/&amp;gt;10% Smoke Grenade (3)||30% Personal Cloaking Field&amp;lt;br/&amp;gt;30% Personal Disruptor Shield&amp;lt;br/&amp;gt;40% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|8||42,000||39,000||36,000||33,000||28,000||20% Dimension Missile Launcher (4,5)&amp;lt;br/&amp;gt;30% Entropy Launcher (3,4,5)&amp;lt;br/&amp;gt;40% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Vortex Mine (1,2,3,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (2,2,3,3,4)||30% PCF + [[Personal Teleporter]]&amp;lt;br/&amp;gt;40% PDS + Personal Teleporter&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vehicle Equipment&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Novice!!Easy!!Medium!!Hard!!Superhuman&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]||2,000||1,750||1,500||1,250||1,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]||4,000||3,500||3,000||2,500||2,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaking Field (Apocalypse)|Cloaking Field]]||8,000||7,000||6,000||5,000||4,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Teleporter (Apocalypse)|Teleporter]]||16,000||14,000||12,000||10,000||8,000&lt;br /&gt;
|}&lt;br /&gt;
==Progress: Humans==&lt;br /&gt;
All [[Organizations]] will upgrade their &amp;quot;Tech Level&amp;quot; by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.&lt;br /&gt;
===Organizations&#039; Starting Tech Levels===&lt;br /&gt;
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]]&lt;br /&gt;
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]]&lt;br /&gt;
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]]&lt;br /&gt;
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Tactical Equipment (Humans)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||40% [[Megapol Lawpistol|Lawpistol]] (2,2,3,4)&amp;lt;br&amp;gt;30% [[Marsec M4000 Machine Gun|M4000 Machine Gun]] (2,3,4)&amp;lt;br&amp;gt;20% [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (2)&amp;lt;br&amp;gt;10% [[Megapol Auto Cannon|Auto Cannon]] (3AP)||20% [[Megapol AP Grenade|AP Grenade]] (1,2)&amp;lt;br&amp;gt;10% [[Megapol Smoke Grenade|Smoke Grenade]] (1)&amp;lt;br&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||20% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3,3,4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2,3)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;10% [[Megapol Plasma Gun|Plasma Gun]] (2)&amp;lt;br&amp;gt;10% [[Marsec Heavy Launcher|Heavy Launcher]] (3HE)||20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% [[Megapol Stun Grenade|Stun Grenade]] (1)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;60% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||10% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;10% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)||10% [[Marsec Proximity Mine|Proximity Mine]] (1)&amp;lt;br&amp;gt;30% AP Grenade (1,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||20% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;20% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% [[Marsec Minilauncher|MiniLauncher]] (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||10% M4000 Machine Gun (4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;30% Plasma Gun (0&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;,2,2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|6||20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;20% [[Disruptor Gun]] (n/a)||20% Proximity Mine (1,2)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|7||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)||10% [[Boomeroid]] (1)&amp;lt;br&amp;gt;10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (2,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|8||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% [[Devastator Cannon]] (n/a)||20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|9||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% Devastator Cannon (n/a)||10% [[Vortex Mine]] (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,3,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||20% [[Personal Disruptor Shield]]&amp;lt;br&amp;gt;80% None&lt;br /&gt;
|-&lt;br /&gt;
|10||10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;20% Devastator Cannon (n/a)||20% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;20% Proximity Mine (1,2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||10% [[Personal Cloaking Field]]&amp;lt;br&amp;gt;20% Personal Disruptor Shield&amp;lt;br&amp;gt;70% None&lt;br /&gt;
|-&lt;br /&gt;
|11||20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;30% Devastator Cannon (n/a)||30% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||10% PDS + PCF&amp;lt;br&amp;gt;10% Personal Cloaking Field&amp;lt;br&amp;gt;30% Personal Disruptor Shield&amp;lt;br&amp;gt;50% None&lt;br /&gt;
|-&lt;br /&gt;
|12||10% Plasma Gun (3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;40% Devastator Cannon (n/a)||40% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||20% PDS + PCF&amp;lt;br&amp;gt;20% Personal Cloaking Field&amp;lt;br&amp;gt;40% Personal Disruptor Shield&amp;lt;br&amp;gt;20% None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.&lt;br /&gt;
&lt;br /&gt;
====Un-Progress====&lt;br /&gt;
It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens to be also reduced. Purposely limit the tactical score by:&lt;br /&gt;
* Escape a UFO crash recovery battlescape after finding new technology, abandoning alien corpses or recoverable craft devices.&lt;br /&gt;
* Escape from a cleanup of alien infestation (kill as many aliens (including eggs and chrysalids) as possible but prevent successful completion of the mission).&lt;br /&gt;
* Escape from a raid with only what is absolutely needed, ammo does not contribute to score.&lt;br /&gt;
* Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (bonus if you equipped them with obsolete unload weapons or excess junk). Bonus for executing them yourself. (-10 points in casualty rating for getting a rookie killed, and an additional -10 in combat rating for killing your own rookie)&lt;br /&gt;
* One interesting tactic is, in the early game, if you see an anthropod firing at you with a brainsucker launcher, throw an explosive at the corpse, blowing up the brainsucker launcher, the corpse, and any remaining brainsucker pods. ... this is interesting because, this is often actually a very useful move. Brainsucker pods and launchers give a lot of score while being worth peanuts in resale value, but you are also preventing any more brainsuckers from spawning and hitting you when you aren&#039;t prepared for them.&lt;br /&gt;
If score limiting is used, technology used by building security (level +1 each week) will surpass the alien&#039;s level. X-Com may then rely on &#039;others&#039; to provide an endless stream of exotic equipment[[Stun_Raid|&#039;&#039;&#039;.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107555</id>
		<title>Tech Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tech_Levels_(Apocalypse)&amp;diff=107555"/>
		<updated>2022-05-07T15:41:27Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Un-Progress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also known as &#039;&#039;&#039;Score Levels&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
=Technology Levels=&lt;br /&gt;
==Score==&lt;br /&gt;
* &#039;&#039;&#039;Total Score&#039;&#039;&#039; influences X-Com&#039;s funding from the Government, checked after each week.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Missions&#039;&#039;&#039; score influences what the aliens carry on the battlescape, checked after each mission.&lt;br /&gt;
* &#039;&#039;&#039;UFO Craft Shot Down&#039;&#039;&#039; score influences what devices the UFOs will use, checked at the start of a new day.&lt;br /&gt;
however, X-Com&#039;s score does not determine:&lt;br /&gt;
* [[UFO_Incursions_(Apocalypse)|Aliens]]: UFO type, mission style, schedule, or craft quantity that appear in Mega-Primus.&lt;br /&gt;
* Alien life-forms or quantity present on the battlescape (check [[Alien_Craft_(Apocalypse)|Infiltration Force]] for each craft).&lt;br /&gt;
* Alien technology given to organisations or quantity of Building Security that are present.&lt;br /&gt;
==Progress: Aliens==&lt;br /&gt;
The tables below show &#039;&#039;progression points&#039;&#039; required for each item to appear, for the five difficulty levels.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tactical Equipment (Anthropods and Skeletoids)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Novice!!Easy!!Medium!!Hard!!Superhuman!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0||0||0||0||100% [[Brainsucker Launcher]]&amp;lt;br/&amp;gt;(1,1,1,1,2,2,2,3,3,3)||100% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000||1,000||1,000||1,000||1,000||70% [[Disruptor Gun]] (n/a)&amp;lt;br/&amp;gt;30% Brainsucker Launcher (2,3,4)||30% [[Megapol Smoke Grenade|Smoke Grenade]] (1,1,2)&amp;lt;br/&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||2,200||2,200||2,200||2,200||2,200||80% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;20% Brainsucker Launcher (2,3)||30% [[Boomeroid]] (1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||4,000||4,000||4,000||4,000||4,000||50% [[Devastator Cannon]] (n/a)&amp;lt;br/&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Boomeroid (1,1,1,1,2)&amp;lt;br/&amp;gt;30% Smoke Grenade (1,1,2)&amp;lt;br/&amp;gt;20% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||7,000||6,900||6,800||6,700||6,600||60% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||30% [[Vortex Mine]] (1,1,2)&amp;lt;br/&amp;gt;50% Boomeroid (1,1,2,3,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (1,2)||70% [[Personal Disruptor Shield]]&amp;lt;br/&amp;gt;30% None&lt;br /&gt;
|-&lt;br /&gt;
|6||12,000||11,500||11,000||10,500||10,000||20% [[Entropy Launcher]] (3,5)&amp;lt;br/&amp;gt;70% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,1,2,3)&amp;lt;br/&amp;gt;40% Boomeroid (1,2,2,3)&amp;lt;br/&amp;gt;20% Smoke Grenade (2,3)||30% [[Personal Cloaking Field]]&amp;lt;br/&amp;gt;40% Personal Disruptor Shield&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|7||22,000||21,000||20,000||19,000||18,000||20% [[Dimension Missile Launcher]] (3,4)&amp;lt;br/&amp;gt;20% Entropy Launcher (3,5)&amp;lt;br/&amp;gt;50% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||40% Vortex Mine (1,2,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (1,2,2,3,4)&amp;lt;br/&amp;gt;10% Smoke Grenade (3)||30% Personal Cloaking Field&amp;lt;br/&amp;gt;30% Personal Disruptor Shield&amp;lt;br/&amp;gt;40% PCF + PDS&lt;br /&gt;
|-&lt;br /&gt;
|8||42,000||39,000||36,000||33,000||28,000||20% Dimension Missile Launcher (4,5)&amp;lt;br/&amp;gt;30% Entropy Launcher (3,4,5)&amp;lt;br/&amp;gt;40% Devastator Cannon (n/a)&amp;lt;br/&amp;gt;10% Brainsucker Launcher (4)||50% Vortex Mine (1,2,3,3,4)&amp;lt;br/&amp;gt;50% Boomeroid (2,2,3,3,4)||30% PCF + [[Personal Teleporter]]&amp;lt;br/&amp;gt;40% PDS + Personal Teleporter&amp;lt;br/&amp;gt;30% PCF + PDS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vehicle Equipment&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Novice!!Easy!!Medium!!Hard!!Superhuman&lt;br /&gt;
|-&lt;br /&gt;
|[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]||2,000||1,750||1,500||1,250||1,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]||4,000||3,500||3,000||2,500||2,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloaking Field (Apocalypse)|Cloaking Field]]||8,000||7,000||6,000||5,000||4,000&lt;br /&gt;
|-&lt;br /&gt;
|[[Teleporter (Apocalypse)|Teleporter]]||16,000||14,000||12,000||10,000||8,000&lt;br /&gt;
|}&lt;br /&gt;
==Progress: Humans==&lt;br /&gt;
All [[Organizations]] will upgrade their &amp;quot;Tech Level&amp;quot; by +1 at the beginning of each week, however, any 100% infiltrated organisation is granted an immediate +3 over their current level. The maximum level is +12.&lt;br /&gt;
===Organizations&#039; Starting Tech Levels===&lt;br /&gt;
* Level 1: [[Energen]], [[Evonet]], [[Extropians]], [[Grav Ball League]], [[Lifetree]], [[Nutrivend]], [[Sanctuary Clinic]], [[Synthemesh]], [[Technocrats]]&lt;br /&gt;
* Level 2: [[Cult of Sirius]], [[General Metro]], [[Nanotech]], [[Sensovision]], [[Superdynamics]], [[Transtellar]]&lt;br /&gt;
* Level 3: [[Cyberweb]], [[Government]], [[Megapol]], [[Mutant Alliance]], [[S.E.L.F.]]&lt;br /&gt;
* Level 4: [[Diablo]], [[Marsec]], [[Osiron]], [[Psyke]], [[Solmine]]&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Tactical Equipment (Humans)&lt;br /&gt;
|-&lt;br /&gt;
!Tech Level!!Weapon (clips)!!Grenade type (number)!!Other&lt;br /&gt;
|-&lt;br /&gt;
|1||40% [[Megapol Lawpistol|Lawpistol]] (2,2,3,4)&amp;lt;br&amp;gt;30% [[Marsec M4000 Machine Gun|M4000 Machine Gun]] (2,3,4)&amp;lt;br&amp;gt;20% [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (2)&amp;lt;br&amp;gt;10% [[Megapol Auto Cannon|Auto Cannon]] (3AP)||20% [[Megapol AP Grenade|AP Grenade]] (1,2)&amp;lt;br&amp;gt;10% [[Megapol Smoke Grenade|Smoke Grenade]] (1)&amp;lt;br&amp;gt;70% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|2||20% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3,3,4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2,3)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;10% [[Megapol Plasma Gun|Plasma Gun]] (2)&amp;lt;br&amp;gt;10% [[Marsec Heavy Launcher|Heavy Launcher]] (3HE)||20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% [[Megapol Stun Grenade|Stun Grenade]] (1)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;60% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|3||10% Lawpistol (3)&amp;lt;br&amp;gt;30% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;10% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)||10% [[Marsec Proximity Mine|Proximity Mine]] (1)&amp;lt;br&amp;gt;30% AP Grenade (1,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|4||20% M4000 Machine Gun (3)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,2HE)&amp;lt;br&amp;gt;20% Plasma Gun (2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% [[Marsec Minilauncher|MiniLauncher]] (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;50% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|5||10% M4000 Machine Gun (4)&amp;lt;br&amp;gt;20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;30% Plasma Gun (0&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;,2,2)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)||10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;40% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|6||20% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;20% [[Disruptor Gun]] (n/a)||20% Proximity Mine (1,2)&amp;lt;br&amp;gt;40% AP Grenade (1,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|7||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;20% Auto Cannon (3AP,3HE)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)||10% [[Boomeroid]] (1)&amp;lt;br&amp;gt;10% Proximity Mine (1)&amp;lt;br&amp;gt;40% AP Grenade (2,2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|8||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;10% MiniLauncher (3HE)&amp;lt;br&amp;gt;30% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% [[Devastator Cannon]] (n/a)||20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;30% None||100% None&lt;br /&gt;
|-&lt;br /&gt;
|9||10% Laser Sniper Gun (2)&amp;lt;br&amp;gt;10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;10% Devastator Cannon (n/a)||10% [[Vortex Mine]] (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;30% AP Grenade (2,3,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||20% [[Personal Disruptor Shield]]&amp;lt;br&amp;gt;80% None&lt;br /&gt;
|-&lt;br /&gt;
|10||10% Auto Cannon (3AP)&amp;lt;br&amp;gt;20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (4HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;20% Devastator Cannon (n/a)||20% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;20% Proximity Mine (1,2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;20% None||10% [[Personal Cloaking Field]]&amp;lt;br&amp;gt;20% Personal Disruptor Shield&amp;lt;br&amp;gt;70% None&lt;br /&gt;
|-&lt;br /&gt;
|11||20% Plasma Gun (2,3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;30% Devastator Cannon (n/a)||30% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;20% AP Grenade (2,3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||10% PDS + PCF&amp;lt;br&amp;gt;10% Personal Cloaking Field&amp;lt;br&amp;gt;30% Personal Disruptor Shield&amp;lt;br&amp;gt;50% None&lt;br /&gt;
|-&lt;br /&gt;
|12||10% Plasma Gun (3)&amp;lt;br&amp;gt;10% Heavy Launcher (3HE)&amp;lt;br&amp;gt;40% Disruptor Gun (n/a)&amp;lt;br&amp;gt;40% Devastator Cannon (n/a)||40% Vortex Mine (1)&amp;lt;br&amp;gt;20% Boomeroid (1)&amp;lt;br&amp;gt;10% Proximity Mine (2)&amp;lt;br&amp;gt;10% AP Grenade (3)&amp;lt;br&amp;gt;10% Smoke Grenade (1)&amp;lt;br&amp;gt;10% None||20% PDS + PCF&amp;lt;br&amp;gt;20% Personal Cloaking Field&amp;lt;br&amp;gt;40% Personal Disruptor Shield&amp;lt;br&amp;gt;20% None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Stun Grenades are used exclusively by enemies at Tech Level 2. This is probably a design oversight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This is likely a mistake. Note that the enemy may still pick up another weapon during the mission.&lt;br /&gt;
&lt;br /&gt;
====Un-Progress====&lt;br /&gt;
It is possible to reduce/reverse the (Total) Tactical Missions score by destroying/leaving behind equipment brought to a battlescape mission to force the current technology level of the aliens to be also reduced. Purposely limit the tactical score by:&lt;br /&gt;
* Escape a UFO crash recovery battlescape after finding new technology, abandoning alien corpses or recoverable craft devices.&lt;br /&gt;
* Escape from a cleanup of alien infestation (kill as many aliens (including eggs and chrysalids) as possible but prevent successful completion of the mission).&lt;br /&gt;
* Escape from a raid with only what is absolutely needed, ammo does not contribute to score.&lt;br /&gt;
* Start a raid with hostiles and only use agents that you were going to sack (reactions too low) and get them all killed (bonus if you equipped them with obsolete unload weapons or excess junk). Bonus for executing them yourself. (-10 points in casualty rating for getting a rookie killed, and an additional -10 in combat rating for killing your own rookie)&lt;br /&gt;
If score limiting is used, technology used by building security (level +1 each week) will surpass the alien&#039;s level. X-Com may then rely on &#039;others&#039; to provide an endless stream of exotic equipment[[Stun_Raid|&#039;&#039;&#039;.&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&amp;diff=107489</id>
		<title>Alien Gas (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&amp;diff=107489"/>
		<updated>2022-05-05T13:41:47Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]&lt;br /&gt;
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]&lt;br /&gt;
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]&lt;br /&gt;
Once you have [[Toxin C (Apocalypse) | Toxin C]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. To be precise, There are only 3 alien buildings remaining after you capture the queen, and since you just destroyed before that, no more alien ships will spawn.&lt;br /&gt;
However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]&#039;s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec&#039;s  [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade. &lt;br /&gt;
&lt;br /&gt;
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it&#039;s safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It&#039;s too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas. However, the size of the gas clouds released by the grenades and heavy missile are huge enough to more than mitigate this issue.&lt;br /&gt;
&lt;br /&gt;
It is unclear what the listed power levels of 40, 70 and 90 respectively, actually effect.&lt;br /&gt;
&lt;br /&gt;
The size of the gas clouds generated, when I tested them, were 4 tiles in diameter for the minilauncher and 9 tiles in diameter for the heavy missle and grenade, respectively.&lt;br /&gt;
&lt;br /&gt;
The heavy missile has it&#039;s time to shine in the final building, where there are large groups of psimorphs and skeletoids flying in large clusters. The mini launcher gas clouds are significantly smaller, and the grenades will explode on ground level and not reach them.&lt;br /&gt;
&lt;br /&gt;
The missiles do damage on impact as well as releasing gas, and the game (mistakenly) codes it so that the impact damage is ALSO of type &amp;quot;alien gas&amp;quot;. Thus, the impact damage will ignore shields. However, since alien gas does 0 damage to humans, alien gas missiles will do 0 impact damage to you own agents. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Alien Gas Grenade):&#039;&#039;&#039;&#039;&#039; &amp;quot;A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Battlescape Score: 4 (grenade)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Heavy Launcher AG (Alien Gas) Missile):&#039;&#039;&#039;&#039;&#039; &amp;quot;This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (MiniLauncher AG Missile):&#039;&#039;&#039;&#039;&#039; &amp;quot;Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Battlescape Score: 1 (for both missiles)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Biochemistry]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marsec_MiniLauncher&amp;diff=107488</id>
		<title>Marsec MiniLauncher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marsec_MiniLauncher&amp;diff=107488"/>
		<updated>2022-05-05T13:40:47Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Mini Launcher AG Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Marsec Minilauncher is a smaller version of [[Marsec Heavy Launcher]]. It is identical in function except that it reduces practically everything, from the size weight to halving the range and power of its munitions. It&#039;s nothing more than a trigger with a rod to stick guided missiles on. &lt;br /&gt;
&lt;br /&gt;
The smaller size does allow for ultra-compact rockets. This, above everything else, makes the Minilauncher much more sought after than the Heavy Launcher. The higher ammunition capacity allows the Minilauncher to be used almost like a [[Megapol Auto Cannon]] with HE shells - with the added benefit of homing capabilities. The reduced weight and the self-guiding missiles also allow for an Agent to [[Dual-wield|dual wield]] two of these weapons without much encumberance (other than the amount of ammunition necessary) or loss of accuracy, allowing for a discharge of massive firepower by a single soldier. &lt;br /&gt;
&lt;br /&gt;
Like the Heavy Launcher, it comes with standard High Explosive and Incendiary Rockets. No one knows how you can fire the same rocket five times, but that minor detail is worth ignoring. Late availability of anti-alien gas even allows the mini-launcher to almost best the [[Toxigun]] during the final stretch against the aliens. &lt;br /&gt;
&lt;br /&gt;
The lower power of the minilauncher makes it ideal for combating enemies in areas where you need to keep collateral damage down to a minimum. &lt;br /&gt;
&lt;br /&gt;
The Minilauncher unfortunately has some licensing issues that need ironing out before X-COM is allowed to purchase them. This does not prohibit X-COM from seizing and using them beforehand from enemy organizations.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
[[Image:Marsec_Mini_Launcher_(UFOpaedia).png|frame|Marsec Mini Launcher]]&lt;br /&gt;
===Marsec MiniLauncher===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:Minilauncher.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 2 × 3&lt;br /&gt;
* Weight: 5&lt;br /&gt;
* ROF: 0.554 r/s&lt;br /&gt;
* Accuracy: 30%*&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $900&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 6&lt;br /&gt;
* Battlescape Score: 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*Accuracy calculation is irrelevant due to homing capabilities.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Marsec_Mini_Launcher_HE_Missile_(UFOpaedia).png|frame|Mini Launcher HE Missile]]&lt;br /&gt;
===MiniLauncher HE Missile===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:MiniLauncher HE Missile inventory.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 1 × 2&lt;br /&gt;
* Weight: 2&lt;br /&gt;
* Power: 40&lt;br /&gt;
* Damage Type: &#039;&#039;&#039;Explosive&#039;&#039;&#039;&lt;br /&gt;
* Blast Radius: 7&lt;br /&gt;
* Ammo: 5&lt;br /&gt;
* Range: 37m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $35&lt;br /&gt;
* Minimum Weekly Stock: 10&lt;br /&gt;
* Maximum Weekly Stock: 30&lt;br /&gt;
* Battlescape Score: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Image:Marsec_Mini_Launcher_IN_Missile_(UFOpaedia).png|frame|Mini Launcher IN Missile]]&lt;br /&gt;
===MiniLauncher IN Missile===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:MiniLauncher IN Missile inventory.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 1 × 2&lt;br /&gt;
* Weight: 2&lt;br /&gt;
* Power: 40&lt;br /&gt;
* Damage Type: &#039;&#039;&#039;Incendiary&#039;&#039;&#039;&lt;br /&gt;
* Blast Radius: 3&lt;br /&gt;
* Ammo: 5&lt;br /&gt;
* Range: 37m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $35&lt;br /&gt;
* Minimum Weekly Stock: 10&lt;br /&gt;
* Maximum Weekly Stock: 30&lt;br /&gt;
* Battlescape Score: 1&lt;br /&gt;
|}&lt;br /&gt;
[[Image:Marsec_Mini_Launcher_AG_Missile_(UFOpaedia).png|frame|Mini Launcher AG Missile]]&lt;br /&gt;
=== Mini Launcher AG Missile ===&lt;br /&gt;
{|&lt;br /&gt;
|[[Image:MiniLauncher AG Missile inventory.png|left]]&lt;br /&gt;
|&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 40&lt;br /&gt;
* Damage Type: Alien Gas&lt;br /&gt;
* Blast Radius: 3&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 37m&lt;br /&gt;
* Manufacturer: X=Com&lt;br /&gt;
* Base Price: $40&lt;br /&gt;
* Minimum Weekly Stock: 0&lt;br /&gt;
* Maximum Weekly Stock: 0&lt;br /&gt;
* Battlescape Score: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marsec_Heavy_Launcher&amp;diff=107487</id>
		<title>Marsec Heavy Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marsec_Heavy_Launcher&amp;diff=107487"/>
		<updated>2022-05-05T13:40:33Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Heavy Launcher AG Missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Marsec Heavy Launcher is as its name implies. Heavy. It&#039;s also the largest squad-based weapon known to X-COM. &lt;br /&gt;
&lt;br /&gt;
The Heavy Launcher is one of the most powerful weapons that X-COM can initially purchase. It fires missiles that automatically lock on and chase down their targets and will automatically adjust their headings if the target moves. If the target manages to evade the rocket by means of teleportation, the rocket will continue to correct its heading to attempt and relocate the target and will not stop until it either hits the target, collides with something solid or runs out of fuel. If the rocket flies off the map, it will not explode. &lt;br /&gt;
&lt;br /&gt;
Two variety of munitions are offered, standard high explosives and incendiary. The size of the rockets are considerably smaller than the [[Rocket Launcher|rockets]] used in the [[First Alien War]], so more can be carried. &lt;br /&gt;
&lt;br /&gt;
A late development of Anti Alien Gas rockets are also available as a means of dispersing anti-alien toxin over a wide area. &lt;br /&gt;
&lt;br /&gt;
Do note that although this is a devastating weapon, the use of high explosive and incendiary rockets for combat of alien forces within the city in public areas is discouraged. The collateral damage that the rockets cause can induce extreme damage to property, which X-COM is advised to keep to the barest minimum. &lt;br /&gt;
&lt;br /&gt;
There is also the chance that civilians might get hurt in the blasts, but that is merely an unfortunate mishap that often goes unnoticed by the building owners. &lt;br /&gt;
&lt;br /&gt;
The [[Marsec Minilauncher]] is a more favourable alternative for use in populated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Heavy_Laucher_(UFOpaedia).png|frame|Heavy Launcher]]&lt;br /&gt;
=== Heavy Launcher ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 3 x 5&lt;br /&gt;
* Weight: 9&lt;br /&gt;
* ROF: 0.45 r/s&lt;br /&gt;
* Accuracy: 10%&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $800&lt;br /&gt;
* Minimum Weekly Stock: 2&lt;br /&gt;
* Maximum Weekly Stock: 4&lt;br /&gt;
* Battlescape Score: 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Two-handed weapon&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A guided missile launcher that can fire explosive or incendiary missles. It is an extremely devastating device and should be used with extreme caution. It is unwieldy because of its bulk and Agents with heavy launchers should at least be equipped with a supplementary weapon such as the Megapol Lawpistol.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
[[Image:Marsec_Heavy_Launcher_HE_Missile_(UFOpaedia).png|frame|Heavy Launcher HE Missile]]&lt;br /&gt;
=== Heavy Launcher HE Missile ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher_HE_Missile.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: Explosive&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 75m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $40&lt;br /&gt;
* Minimum Weekly Stock: 5&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;High explosive ammunition for the Heavy Launcher.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
[[Image:Marsec_Heavy_Launcher_IN_Missile_(UFOpaedia).png|frame|Heavy Launcher IN Missile]]&lt;br /&gt;
=== Heavy Launcher IN Missile ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher_IN_Missile.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: Incendiary&lt;br /&gt;
* Blast Radius: 5&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 75m&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $40&lt;br /&gt;
* Minimum Weekly Stock: 5&lt;br /&gt;
* Maximum Weekly Stock: 20&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Incendiary ammunition for the Heavy Launcher.&amp;quot;&lt;br /&gt;
[[Image:Marsec_Heavy_Launcher_AG_Missile_(UFOpaedia).png|frame|Heavy Launcher AG Missile]]&lt;br /&gt;
=== Heavy Launcher AG Missile ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Heavy_Launcher_AG_Missile.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: &#039;&#039;&#039;Alien Gas&#039;&#039;&#039;&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Ammo: 1&lt;br /&gt;
* Range: 75m&lt;br /&gt;
* Manufacturer: X-Com&lt;br /&gt;
* Base Price: $&lt;br /&gt;
* Minimum Weekly Stock: 0&lt;br /&gt;
* Maximum Weekly Stock: 0&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alien Gas ammunition for the Heavy Launcher.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Cloaking_Field&amp;diff=107486</id>
		<title>Personal Cloaking Field</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Cloaking_Field&amp;diff=107486"/>
		<updated>2022-05-05T13:33:06Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Personal_Cloaking_Field.jpg|thumb|right|The Personal Cloaking Field, image from the UFOpaedia]]&lt;br /&gt;
The cloaking device is an immensely useful device that make the wearer harder to spot, allowing the user to get closer to enemies or provide immediate incidental cover in open area firefights where there is little cover. Combined with smoke grenades, it can prove to be a great asset in masking an advance or even a retreat. This useful device works only if placed in one of the hands of the agent that carry it.&lt;br /&gt;
&lt;br /&gt;
Once spotted, the user can unfortunately be targeted as normal by all shooters with a clear line of sight. &lt;br /&gt;
&lt;br /&gt;
Ways to counter the cloaking effect for both the player and AI involve hitting the target. This can be done by spraying bullets in the general direction of the suspected location of the cloaked unit, or throwing a grenade. Once the target is hit, it will become visible and target focus can be applied normally normally. With repeated hits, the target will stay visible indefinitely. &lt;br /&gt;
&lt;br /&gt;
The Personal Cloaking Field has a hidden property of making the target MUCH harder to hit, even when the cloak is revealed. Trained agents will start shooting worse than rookies when directed against a cloaked target, and aliens will make notably worse shots against cloaked agents as well -&amp;gt; Agents with 70 accuracy will have problems hitting cloaked targets even at point blank range, which is ridiculous considering that even 20 accuracy is usually good enough to reach 100% hitrate on autofire with a machinegun when at point blank range. One exploit around this is to shoot behind the target, which will use the agent&#039;s normal accuracy.&lt;br /&gt;
&lt;br /&gt;
* Battlescape Score: 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Personal Cloaking Field generates a warping effect that bends various wave forms. Effectively this means that the user is considerably less visible to radar, infra-red and visual sighting. The field is disabled temporarily if the user initiates combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Power_Sword&amp;diff=107485</id>
		<title>Power Sword</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Power_Sword&amp;diff=107485"/>
		<updated>2022-05-05T13:28:57Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Weapon Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open}}&lt;br /&gt;
A close combat weapon that uses an [[Elerium]] Plasma Generator to enhance the blade. It is a very powerful device, but can only be used against adjacent targets.&lt;br /&gt;
{{Ref Close|Source: X-COM Apocalypse Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
The Power Sword is a short ranged  weapon that has high destructive potential and is very portable. It is unfortunately tempered by having an effective targeting range of only 1 tile, restricting it to close combat. Despite this, it is a very powerful weapon and is often used as a portable digging tool. &lt;br /&gt;
&lt;br /&gt;
One of the sword&#039;s distinguishing features is that its recharging battery, similar to the ones on the Stun Grapple, Disrupter Gun and Devastator Cannon. This means that its ammunition is effectively unlimited, however its operational time is limited by the number of charges it can maintain at any given time. &lt;br /&gt;
&lt;br /&gt;
The Power Sword features a relatively slim design, taking up a vertical 1&amp;amp;times;4 inventory slot. This shape is very convenient as it allows Agents to pack a Power Sword while storing one or two Personal Disrupter Shields in the backpack. &lt;br /&gt;
&lt;br /&gt;
The Power Sword is embargoed for sale on the market for two weeks from the start of the campaign and only appear for sale in very limited supplies. Agents with sticky fingers can find the swords prior to their public release by visiting the Marsec Arms Factory, which can be found on every city map. &lt;br /&gt;
&lt;br /&gt;
The Power Sword deals 5 more damage than the Devastator Cannon, while having a 100% damage modifier on all enemies with the exception of Micronoids (50%) and Personal Shields (50%, also same for Devastator Cannon), this makes it one of the few purchasable weapons that are viable throughout the game (mainly in Turn Based mode) with the downside being melee range only. It is especially useful when dealing with Poppers, as the Plasma Damage will not cause it to explode on death. Though fully outclassed by the Toxiguns ability to bypass shields as well as the Type C damage, it makes for a great weapon to use in the early weeks and in runs where the player decides to use only certain types of weapons to increase the games difficulty. (i.e. purchasable weapons only / PS only run, etc.)&lt;br /&gt;
[[Image:Marsec_Power_Sword_(UFOpaedia).png|frame|Marsec Power Sword]]&lt;br /&gt;
== Weapon Stats == &lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Size: 1x4&lt;br /&gt;
* Power: 75&lt;br /&gt;
* Damage Type: Plasma&lt;br /&gt;
* Range: 2m&lt;br /&gt;
* Fire Rate: 1.03 r/s&lt;br /&gt;
* Battlescape Score: 2&lt;br /&gt;
&lt;br /&gt;
== Tips == &lt;br /&gt;
&lt;br /&gt;
* The sword&#039;s projectile has a longer range than its targeting range. When used on the same level the projectile travels towards the floor, limiting the range to 1 tile along the same elevation. If aimed diagonally, the projectile can be thrown much further, though the accuracy of the attack will be dubious. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
&lt;br /&gt;
== Old Article == &lt;br /&gt;
&lt;br /&gt;
The Power Sword is a curious weapon on the streets of [[Mega Primus]]. It does even more damage per shot than the [[Devastator Cannon]], and fires considerably faster. It also does not require ammunition, recharging as the Devastator Cannon does. As its name suggests, however, it is a melee weapon like the stun grapple, making it difficult to use effectively despite these advantages. Curiouser is its highly limited supply; including those in X-COM&#039;s stores, there are typically less than a half dozen on the market at any time.&lt;br /&gt;
&lt;br /&gt;
The Power Sword&#039;s lack of range makes it unsuitable for typical combat and generally left unused by the player. However, due to its speed and power, the sword may be useful in a few situations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambush:&#039;&#039;&#039; If the mission&#039;s environment allows it, it may be possible to draw computer opponents into extremely narrow chokepoints where a skilled X-COM [[Agents (Apocalypse)|agent]], with appropriate reaction scores, can hide around the corner and shielded by enemy fire but attack opponents where they come about to engage him or her. Because of limitations in the computer&#039;s AI, they may go through several or even several dozen opponents before they get the idea to toss a grenade. However, because the range of the weapon forces such specific placement, this is usually only useful when guarding a narrow door or other 1x1 passageway.&lt;br /&gt;
*&#039;&#039;&#039;Teleport:&#039;&#039;&#039; Late in the game, a seasoned X-Com commander may achieve a high enough score to prompt aliens employ [[Teleporter|teleporters]] in their equipment. When X-COM inevitably captures and reverse engineers this technology, it brings the quirky Power Sword into play; an agent can teleport directly behind a troublesome alien and reduce their opponent to so much burnt flesh. A skilled agent can fell a [[Megaspawn (Apocalypse)|Megaspawn]] by themselves with nothing but a teleporter and a Power Sword.&lt;br /&gt;
*&#039;&#039;&#039;Destruction:&#039;&#039;&#039; Perhaps the weapon&#039;s most causally useful feature, the Power Sword&#039;s damage and lack of ammo makes it extremely effective at putting holes (and thus, makeshift doors) in walls, carve out a structure&#039;s supports or even dig tunnels through several tiles of solid rock. This trick can make even the labrynthine [[Alien Dimension (Apocalypse)|alien buildings]] navigatable with little effort, and may be useful for setting up an Ambush (see above).&lt;br /&gt;
&lt;br /&gt;
The Power Sword is a slim, 1x5 item that fits neatly beside two [[Personal Shield|Personal Shields]] in an agent&#039;s backpack. This makes it convenient and nonobtrusive to carry as a backup tool, though the &amp;quot;limited-edition&amp;quot; nature of their supply may make this impossible for all but your favourite agents.&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Teleporter&amp;diff=107484</id>
		<title>Personal Teleporter</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Teleporter&amp;diff=107484"/>
		<updated>2022-05-05T13:28:45Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Personal_Teleporter.jpg|thumb|right|The Personal Teleporter, image from the UFOpaedia]]&lt;br /&gt;
The Personal Teleporter is the final alien artifact you&#039;ll encounter, and the most powerful Quantum Physics research topic in the game. Teleporters allow instantaneous movement to any location on the map for any number of conceivable reasons that you can think of. Agents with properly used Teleporters are practically unbeatable, though the methods differ drastically between real time and turn based mode.&lt;br /&gt;
&lt;br /&gt;
Despite the official entry, the Teleporter has unlimited range and depletes the entire battery with each use.&lt;br /&gt;
&lt;br /&gt;
Teleporters will give an error if the destination is obstructed. If the location is in mid air, the Teleporter will not activate unless the agent has flight ability from [[Marsec Armor]]. They can move agents into the fog of war, allowing instantaneous map crossing maneuvers.&lt;br /&gt;
&lt;br /&gt;
===Real Time===&lt;br /&gt;
*Teleporters will recharge in 12 seconds.&lt;br /&gt;
*Teleporting is 100% instant. It will work when the game is paused, and can be used multiple times before resuming the game.&lt;br /&gt;
*Teleporters can be used to dodge &#039;&#039;&#039;any&#039;&#039;&#039; type of incoming fire, including dimension missiles, Devastator shots, and even explosions mid-blast. [[Brainsucker]]s can find themselves leaping on to thin air!&lt;br /&gt;
*Two Teleporters can be used to bait enemy fire upon themselves. Pop in, let the aliens launch their missiles/grenades, and teleport out. Add to the fun by dropping your own grenades at the same time.&lt;br /&gt;
&lt;br /&gt;
===Turn Based===&lt;br /&gt;
*The Teleporter is fully recharged every turn.&lt;br /&gt;
*Activating a Teleporter will use up 55% TUs. Agents can only use and will only ever need one.&lt;br /&gt;
*Teleporters can be leapfrogged to gain vision deeper into the fog of war.&lt;br /&gt;
*With a handful of agents, many missions can be ended in one or two turns by teleporting to the alien spawn points and hosing it down with the [[Toxigun]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;This extraordinary device uses inter-dimensional capability to transport the user over short distances via a dimensional flux. The energy level depletes according to the distance jumped, but it recovers over time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Battlescape Score: 10&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&amp;diff=107483</id>
		<title>Personal Disruptor Shield</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&amp;diff=107483"/>
		<updated>2022-05-05T13:28:11Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Personal Disruptor Shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A form of energy bubble that surrounds the unit holding/carrying the shield device. Protects the user against most forms of attack, eg: Armour Piercing, High Explosive, Incendiary, Plasma, Laser, Disruptor Beam, Devastator Beam, Acid Spit, Entropy Enzyme and impact damage from falls. Personal Shields only have a limited charge, and once this charge is exhausted, the device is destroyed. It will recharge over a short time, but this may be too long if the tactical mission is hot. These shield devices may be placed anywhere in the inventory of an Agent, it does not need to be in the unit&#039;s hand to function. To capture for study,one must stun the owner with gas, use a mind bender or use the Toxigun in order to avoid destroying the disruptor shield.&lt;br /&gt;
&lt;br /&gt;
The Agent also may carry more than one. The shields will lose energy and be destroyed 1 by 1. Incoming damage will always target the shield with lower energy. Using multiple shields is therefore either very resource intensive in terms of destroyed shields... or ultimately pointless, except as insurance. (If you are able to preserve 1 shield through tactical means, the 2nd shield is completely redundant)&lt;br /&gt;
&lt;br /&gt;
They are not kidding about only being able to reproduce this with great effort... manufacturing time for this is very high. The best source of shields is to get them directly from the aliens. Bear in mind that alien clusters tend to explode spectacularly, destroying the shields, so be especially careful around chokepoints and UFO entrances. An alternative source is to raid the COS with toxiguns and mindbenders. Or perform friendly raids using stun gas or Mindbenders.&lt;br /&gt;
&lt;br /&gt;
Cocky agents may remove Megapol armor entirely and use shields to gain excellent increases in speed. A minimum of 2 shields is recommended for this, although the strategy becomes pointless after researching the featherweight [[X-COM Disruptor Armor]].&lt;br /&gt;
&lt;br /&gt;
When a shield is destroyed, the remaining leftover damage vanishes as if it weren&#039;t there.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Personal_Disruptor_Shield.jpg|thumb|right|The Personal Disruptor Shield, image from the UFOpaedia]]&lt;br /&gt;
=== Personal Disruptor Shield ===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Disruptor_shield_inventory.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 3 × 2&lt;br /&gt;
* Weight: 4&lt;br /&gt;
* Shield Capacity: 100&lt;br /&gt;
** Recharges: 1/sec; 11/turn(?)&lt;br /&gt;
* Base Price: $5770&lt;br /&gt;
* Battlescape Score: 9&lt;br /&gt;
* Minimum Weekly Stock: N/A&lt;br /&gt;
* Maximum Weekly Stock: 30&lt;br /&gt;
* Manufacturer: [[XCOM]]&lt;br /&gt;
** Production cost: $2000&lt;br /&gt;
** Production time: 14000&lt;br /&gt;
** Lab size: Small&lt;br /&gt;
* Damage modifiers&lt;br /&gt;
** Incendiary: N/A * &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Toxigun A/B/C: N/A &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gas/Fire/Smoke/Alien Gas: N/A &lt;br /&gt;
** Brainsucker: N/A &lt;br /&gt;
** Stun Grapple: 0% (total immunity)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Falling Object: 40%&lt;br /&gt;
** All other damage: 50%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(*) N/A damage types are ignored by the Disruptor Shield, striking the target as though it wasn&#039;t there.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Due to a bug the 60% incendiary damage modifier has no effect. The device is totally immune to being destroyed in fire. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Despite a 25% damage modifier the Disruptor Shield does not block Toxigun ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Due to a bug the Disruptor Shield will not show a shield animation when blocking the Stun Grapple.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Personal Disruptor Shield generates an energy field which warps the space around the user. This causes beams or projectiles to be deflected and dissipated. Any hit causes the shield&#039;s energy to drain and if it reaches a critically low level it will malfunction. It is a highly sophisticated device that we can reproduce only with great effort.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Artifacts (Apocalypse)|Alien Artifacts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Disruptor_Armor&amp;diff=107482</id>
		<title>X-COM Disruptor Armor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Disruptor_Armor&amp;diff=107482"/>
		<updated>2022-05-05T13:22:10Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_xcom_armor.png|X-COM Disruptor Armor UFOPedia picture|right]]&lt;br /&gt;
&lt;br /&gt;
An X-COM/Alien hybrid armor suit which is available only after the necessary research has been completed. Usually this will happen mid to late game, as the prerequisites are [[Small Disruption Shield (Apocalypse)|Small Disruption Shield]], [[Disruptor Gun]] and [[Personal Disruptor Shield]]. The research project is itself long and will take several days even with a fully staffed [[Advanced Quantum Physics Lab (Apocalypse)|Advanced Quantum Physics Lab]]. X-COM engineers must manufacture this suit in pieces. &lt;br /&gt;
&lt;br /&gt;
The armor is amazingly light and will provide a considerable increase in speed compared to conventional armor. It has exceptional high explosive defence, and the chest piece is so effective that it can be considered to outclass the benefits of flight afforded by [[Marsec Armor]]. Disruptor Armor is nigh-impervious to human tech and most basic alien weapons, only becoming vulnerable through repeated armor damage from dozens of hits. A couple [[Popper]] blasts and a dozen [[Hyperworm]] shots won&#039;t phase a fully suited agent, and it can safely absorb multiple shots from the [[Devastator Cannon]] as well. Agents still have to be wary of direct hits from [[Vortex Mine]]s, and the armor will not save agents from [[Brainsucker]] attacks. Indeed one of the biggest downfalls of &#039;&#039;Disruptor Armor&#039;&#039; is having to take down an alien-controlled agent wearing it!&lt;br /&gt;
&lt;br /&gt;
Like all equipment, Disruptor Armor is extremely vulnerable to shots from the [[Entropy Launcher]] and will disintegrate in a few hits. In Real Time the combined durability of a full suit can withstand one missile without disintegrating. However the armor will be severely damaged and will not survive another missile.  Real Time agents can drop their armor and let the effect wear off, but Turn Based agents should wear Personal Shields just in case.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weight&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Market Value &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Production Cost&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Labor Hours&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2830&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Body&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3480&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2830&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2830&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Helmet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3480&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Market value is the initial value. It will vary during the game according to available quantities.&lt;br /&gt;
&lt;br /&gt;
* Total weight: &#039;&#039;&#039;7&#039;&#039;&#039;&lt;br /&gt;
* Production Cost Total: &#039;&#039;&#039;6600&#039;&#039;&#039;&lt;br /&gt;
* Battlescape Score: 7 per piece&lt;br /&gt;
* Agents wearing this armor are immune to the effects of smoke inhalation, and take 10% damage from Incendiary attacks or the Stun Grapple, and 60% damage from Explosive attacks.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trivia:&lt;br /&gt;
&lt;br /&gt;
Despite the Ufopedia picture, the armor does not, in fact, allow your Agent to use Kung Fu. However, it will give you a temporary feeling that your Agents are invincible like Bruce Lee or Chuck Norris. &lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category:Agents Armour (Apocalypse)]]&lt;br /&gt;
[[Category:Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megapol_Armor&amp;diff=107481</id>
		<title>Megapol Armor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megapol_Armor&amp;diff=107481"/>
		<updated>2022-05-05T13:21:51Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_megapol_armor.png|Megapol Armor UFOPedia picture|right]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol]] Armor is available in [[Apocalypse]] from the beginning. Of the three [[Agents Armor (Apocalypse)|armor types]], it&#039;s mid-range in terms of protection and slows your agents the most due to its weight. It is mostly used because it&#039;s so readily available in large quantities and cheaper than [[Marsec Armor]].&lt;br /&gt;
&lt;br /&gt;
Hybrid agents will find themselves burdened by the armor&#039;s extreme weight due to their low strength. For them, [[Marsec Armor]] offers respectable protection while being much lighter for use.&lt;br /&gt;
&lt;br /&gt;
In battle &#039;&#039;Megapol Armor&#039;&#039; is very good against all but the most powerful human tech, and agents will rarely find themselves injured except when the armor is worn down. It is capable of weathering several attacks from early alien weapons and the [[Disruptor Gun]] with minor injury. This changes when [[Popper (Apocalypse)|Poppers]] and [[Devastator Cannon]]s show up, as they&#039;ll deal heavy damage from the first hit and agents will quickly require [[Personal Disruptor Shield|Shields]] for protection. &lt;br /&gt;
&lt;br /&gt;
Later on the game when [[X-COM Disruptor Armor]] is deployed this armor will be obsolete for frontline duty, but it will still be useful for garrison soldiers.&lt;br /&gt;
&lt;br /&gt;
Interestingly, Megapol officers do &#039;&#039;&#039;not&#039;&#039;&#039; wear this armor.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weight&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Market Value &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Body&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Helmet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;44&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Market value is the initial value. It will vary during the game according to available quantities.&lt;br /&gt;
&lt;br /&gt;
* Total weight: &#039;&#039;&#039;55&#039;&#039;&#039;&lt;br /&gt;
* Overall cost: &#039;&#039;&#039;1800&#039;&#039;&#039;&lt;br /&gt;
*Battlescape Score: 3 per piece&lt;br /&gt;
* Agents wearing this armor are immune to the effects of smoke inhalation, and take 40% damage from Incendiary attacks, and 70% damage from the Stun Grapple.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category:Agents Armour (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marsec_Armor&amp;diff=107480</id>
		<title>Marsec Armor</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marsec_Armor&amp;diff=107480"/>
		<updated>2022-05-05T13:18:55Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_marsec_armor.png|X-COM Marsec Armor UFOPedia picture|right]]&lt;br /&gt;
&lt;br /&gt;
An advanced armor suit which is available after week one. (unless you have been raiding [[Marsec]], in which case it can appear much sooner) It is lighter than [[Megapol Armor]], but at the disadvantage of providing less protection. It does make up for the loss in protection by being slightly more resistant to explosions than Megapol Armor. &lt;br /&gt;
&lt;br /&gt;
The armor (the body piece only) also contains anti-gravity equipment which enables the wearer to fly/hover in the tactical [[Battlescape Overview (Apocalypse)|battlescape]]. No other item in-game grants this ability. If an agent is airborne then they receive an accuracy penalty. However, this disadvantage is more than negated by the ability to fly. It should be noted that flying does not only grant mobility... since the work is done by the chest unit, not the agent&#039;s legs, it doesn&#039;t use the agent&#039;s energy. &lt;br /&gt;
&lt;br /&gt;
In battle the armor pieces are good against human tech but are clearly inadequate against alien weapons. The chest piece is especially vulnerable as it has 10 less armor than its Megapol equivalent, enough to take significant wounds from early bio weapons and the [[Disruptor Gun]]. Agents will find themselves weathering significantly less enemy fire than with [[Megapol Armor]], so take advantage of flight to stay out of trouble.&lt;br /&gt;
&lt;br /&gt;
The remaining pieces are useful for their low weight, which lets agents move much more quickly. Hybrids can especially benefit, as they have very low strength values and will be heavily burdened by Megapol Armor.&lt;br /&gt;
&lt;br /&gt;
Despite being the manufacturer, Marsec does not equip its security guards with this armor.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weight&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Market Value &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Body&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left Arm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Helmet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Market value is the initial value. It will vary during the game according to available quantities.&lt;br /&gt;
&lt;br /&gt;
* Total weight: &#039;&#039;&#039;32&#039;&#039;&#039;&lt;br /&gt;
* Overall cost: &#039;&#039;&#039;3700&#039;&#039;&#039;&lt;br /&gt;
* Battlescape Score: 5 for each piece of any type&lt;br /&gt;
* Agents wearing this armor are immune to the effects of smoke inhalation, and take 20% damage from Incendiary attacks, 50% damage from the Stun Grapple, and 80% damage from Explosive attacks.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category:Agents Armour (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Shield_(Apocalypse)&amp;diff=107479</id>
		<title>Mind Shield (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Shield_(Apocalypse)&amp;diff=107479"/>
		<updated>2022-05-05T12:50:01Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mind Shield is a device that has been officially withdrawn from the shelves by its manufacturer. All units have since been recalled to the [[Marsec]] factories for destruction. As such, the few that still exist can only be found in Marsec possession. &lt;br /&gt;
&lt;br /&gt;
The device was originally intended to work as a means of bolstering a person&#039;s defences against psionic attack. Though the increase is significant (+20 points), shortly after it was introduced, it was found that a mind shields were only tested for combat use. A side effect of prolonged use of the Mind Shield outside of combat would render a permanent increase of the user&#039;s psi defences. Not only that, but this could be performed repeatedly,and the user would be eventually completely invulnerable to mind control. (though apparently still susceptible to brainsuckers)&lt;br /&gt;
&lt;br /&gt;
This, in a business sense, would have been a financial disaster for Marsec as releasing only a few of these products would in time wipe out the entire market that it was intended for. Not only that, it would&#039;ve made the [[Mind Bender]] obsolete, which would have lost them even more of their customer base. &lt;br /&gt;
&lt;br /&gt;
Thus all Mind Shields have been recalled, the blueprints incinerated, the design team erased and it is never to be spoken of again at the board meetings ever again. Ever. &lt;br /&gt;
&lt;br /&gt;
;Note&lt;br /&gt;
: This device is not complete and was meant to be officially removed from the retail release of X-COM Apocalypse. Due to an oversight, it is one of the few disabled items in the game that can be found in the battlescape, when raiding Marsec buildings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Marsec_Mind_Shield_(UFOpaedia).png|frame|Marsec Mind Shield]]&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Shield.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $0&lt;br /&gt;
* Minimum Weekly Stock: 0&lt;br /&gt;
* Maximum Weekly Stock: ??&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Usage Notes = &lt;br /&gt;
&lt;br /&gt;
The mind shield must be put in the hand and activated for it to function. You can see its effects turn on after a few seconds on the [[Mind Bender]]s control panel. Use two for double the effects. &lt;br /&gt;
&lt;br /&gt;
The permanent effect of the mind shield will only be rendered on units that end the mission or escape from the battle zone with the mind shield left switched on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=107322</id>
		<title>Relations (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=107322"/>
		<updated>2022-04-22T13:46:56Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Megapol just blew up my Lineage Plasma Cannons!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Basic Concepts ==&lt;br /&gt;
&lt;br /&gt;
Relationships in [[Mega-Primus]] generally follow these principles:&lt;br /&gt;
&lt;br /&gt;
===The Enemy of my Enemy is my Friend===&lt;br /&gt;
&lt;br /&gt;
This means that if you attack Organisation A, which is disliked by Organisation B, Organisation B will be much friendlier towards you, and vice versa - attacking A, which is liked by B, will result in B disliking you. (Organisation A will obviously be unhappy with the situation either way!) &lt;br /&gt;
&lt;br /&gt;
Trying to understand these relationships can be quite difficult at first (except for the pretty obvious ones like [[Megapol]] and the [[Aliens (Apocalypse)|Aliens]]), but there are ways to gauge how companies are relating to each other. &lt;br /&gt;
&lt;br /&gt;
Reading the informational headlines that pop up on your information bar from time to time is a great way to see how certain companies relate to each other. Gangs in particular also employ direct air assaults on their enemies. Unfortunately, they tend to be overwhelmed by the defenders. &lt;br /&gt;
&lt;br /&gt;
===Love Can be Unrequited===&lt;br /&gt;
&lt;br /&gt;
A lot of these relationships are however one-way only. That is to say, if company A likes company B, this relationship is not mutually exclusive. Company B may feel indifferent or have a slight dislike for company A. &lt;br /&gt;
&lt;br /&gt;
Case in point, every time an organisation gets fed up with [[X-COM (Apocalypse)|X-COM]] and refuses to accept cash settlments because you&#039;re attacking their &#039;alien friends&#039;, the aliens will not necessarily feel the same way about the rebelling company. The company may continue to get upset whenever you take action against the aliens, but they will quickly change their tune if the aliens turn on them and start destroying their facilities. (Except for COS, who will love the aliens no matter how much the aliens destroy their stuff)&lt;br /&gt;
&lt;br /&gt;
The most common case of this happening will usually be in the relationships between megapol and the 3 gangs, since they all start off hating each other, so if for instance Megapol blows up a Diablo car, Diablo will dislike Megapol more but the other 2 gangs will like Megapol, while Megapol will keep hating the other 2 gangs, and in fact Megapol will dislike Diablo less (because they released stress by blowing up their stuff)&lt;br /&gt;
&lt;br /&gt;
The Organizations tab on Cityscape shows their opinion towards X-COM. X-com&#039;s opinion on them will be mirrored exactly the same as their opinion on X-com. This can lead to trouble if for instance stray shots cause Megapol to go hostile to X-com, because that will cause X-com to reciprocate and go hostile to Megapol, and your craft will then open fire on Megapol craft every single chance they get.&lt;br /&gt;
&lt;br /&gt;
===Some Friends Are Better Than Others===&lt;br /&gt;
&lt;br /&gt;
Certain organisations are more important to stay friendly with or protect from alien infiltration than others. I&#039;m sure it needn&#039;t be said, but do not bother paying out insane sums to keep the [[Cult of Sirius]] happy. It won&#039;t work. You obviously want to stay friendly with groups such as Megapol (otherwise expect random shootings in the cityscape) and [[Marsec]] if you intend on doing any business with them. The government is where you get that insulting amount of funding from, and despite it not covering your troops wages, any amount of funds are very much needed. Other factions to make sure you stay in their good books include anyone else you want to trade with. [[Transtellar]] is very important to keep away from the aliens, since if you lose their support you have no good means to transfer equipment between bases (and you will have to use your craft and agents to move things betwen bases).&lt;br /&gt;
&lt;br /&gt;
In addition, bear in mind that, if hostile, Megapol and the three gangs are &#039;&#039;much&#039;&#039; more likely to raid you than the other organizations. &lt;br /&gt;
&lt;br /&gt;
For more information about the starting relationships check down below and the pages of the individual organizations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Keep Megapol Happy WITH YOUR TRADE PARTNERS===&lt;br /&gt;
&lt;br /&gt;
Have you ever ordered a shipment from Marsec or Solmine or hired crew which started travelling to you in a Transtellar taxi... and then you hear a message about police hovercar shooting down a craft, and then your shipment never arrived? ... Yeah, Megapol shot down your shipment. You see, those shipments (or taxis containing your scientist etc) are flagged as their original affiliation, not as X-com craft. So, if Megapol hates Marsec, Megapol will happily blow up the Marsec transport containing your newly purchased Lineage Plasma Cannons. ... Even worse, they aren&#039;t covered by insurance, so X-com will bear the loss.&lt;br /&gt;
&lt;br /&gt;
===Relationship Cutoffs===&lt;br /&gt;
&lt;br /&gt;
Relations are tracked via a sliding scale from -100 (mortal enemies e.g. Alien attitude toward X-COM) to 100 (organisations&#039; attitude toward themselves, and the Cult of Sirius&#039; worship of the Aliens).&lt;br /&gt;
&lt;br /&gt;
The relationship between this scale and the five discrete categories the interface presents is as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Category!!Relation Score&lt;br /&gt;
|-&lt;br /&gt;
|Allied||+75 to +100&lt;br /&gt;
|-&lt;br /&gt;
|Friendly||+25 to +74&lt;br /&gt;
|-&lt;br /&gt;
|Neutral||-24 to +24&lt;br /&gt;
|-&lt;br /&gt;
|Unfriendly||-49 to -25&lt;br /&gt;
|-&lt;br /&gt;
|Hostile||-100 to -50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Donations/Reparations/Bribes/etc ==&lt;br /&gt;
&lt;br /&gt;
In Mega-Primus, money is the medium that makes the cogs move. A generous helping here or there will allow X-COM to improve its relations with other organisations.&lt;br /&gt;
&lt;br /&gt;
There are two occasions where you can offer money to a company to improve their standings with you. The first is the Offer Cash Settlement screen, accessed through the Organizations tab, in which X-COM can voluntarily offer money to a company. The second is the Diplomatic Rift screen (which appears on its own), in which an aggrieved party demands compensation from X-COM.&lt;br /&gt;
&lt;br /&gt;
===Offer Cash Settlement===&lt;br /&gt;
&lt;br /&gt;
When you offer cash to a company, their standings with you will improve by one category. Neutral companies can go to friendly, or hostile companies will continue to dislike but will resume their services (where applicable). They will specify the amount that they will accept for this to happen, and if you pay it they will respond in a positive manner.&lt;br /&gt;
&lt;br /&gt;
Note that an organisation you&#039;ve paid off will still have the same opinions of everyone &#039;&#039;else&#039;&#039;; an organisation that&#039;s been hostile toward you for a while is likely to have accumulated a significant positive attitude toward the Aliens, which will result in them going hostile again quickly when X-COM hurts the Aliens.&lt;br /&gt;
&lt;br /&gt;
Organisations cannot be paid off in this fashion if they are allied with the Aliens (&amp;quot;Whilst X-COM continue to oppose our Alien friends we will remain hostile&amp;quot; - though they may not yet actually be hostile) or if they have been infiltrated.&lt;br /&gt;
&lt;br /&gt;
The amount of the cash settlement will depend on 2 factors: (a) how many extra points are needed to upgrade to the next relationship level, and (b) how rich the organization is.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic Rift===&lt;br /&gt;
&lt;br /&gt;
If cash is demanded of you, this means that you have insulted the company in some way that they want you to make reparation for it. When paid, the company&#039;s general disposition will automatically be set to neutral, with perhaps some lingering hostility. &lt;br /&gt;
&lt;br /&gt;
Note that if you knowingly cause a lot of damage to a building owned by a certain company and you anticipate that they&#039;ll be asking for a settlement (such as dropping them from neutral to hostile after a UFO skirmish), do not in any way offer them the money until they come asking for it. If you pre-empt it and bribe them until they are allied, the request for money will still be issued. Once paid, their standing will return to neutral. Paying them again and then buying them back until they are allied means they&#039;ll be double dipping into your funds. If you choose to not pay them, this will add further insult and make matters worse. &lt;br /&gt;
&lt;br /&gt;
Organisations allied to the Aliens (such as the Cult of Sirius) may issue these demands for compensation (usually in response to X-COM killing aliens). This is the only way, barring [[Overspawn (Apocalypse)|special]] [[Food Chamber|circumstances]], to regain access to their services. Unfortunately, even this is temporary; they will rapidly turn hostile again from X-COM&#039;s continued anti-Alien activities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gunboat Diplomacy===&lt;br /&gt;
&lt;br /&gt;
Not really &amp;quot;gunboat diplomacy&amp;quot; as per the definition. This refers to using collateral damage to the city to control diplomacy. This is a LOT cheaper than paying bribes.&lt;br /&gt;
&lt;br /&gt;
Best done by attacking the Cult of Sirius with a lone hoverbike, then parking that hoverbike on an organization building. Or moving it back and forth, dodging incoming shots. There are certain &amp;quot;sweet spots&amp;quot; where, if you park a hoverbike, the enemies will find it almost impossible to hit you, and will hit the building instead.&lt;br /&gt;
&lt;br /&gt;
Apparently, the game is a lot stricter towards X-COM than it is towards other organizations. For X-com, every single shot that hits a building, whether it does damage or not, will make the organization dislike X-com more. Damage to city score is calculated in the same way.&lt;br /&gt;
For organizations vs organizations, each shot that &amp;quot;damages a tile&amp;quot; will give -5 relationship points. Furthermore, the game only counts tiles that are directly damaged from shots fired. Chain reaction damage from collapsing buildings does NOT count for inter organization relationships.&lt;br /&gt;
&lt;br /&gt;
It seems that the aliens are held to the same rules as X-com and diplomatic penalties are calculated on a &amp;quot;per shot&amp;quot; basis not on the damage done, and ditto for Damage To City score.&lt;br /&gt;
&lt;br /&gt;
==Relationships At Game Start==&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|||[[Image:Apoc_xcom_icon.png]]||[[Image:Apoc_aliens_icon.png]]||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Aliens_(Apocalypse)|Alien]]||-100||&#039;&#039;&#039;+100&#039;&#039;&#039;||-20||-30||+75||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Government]]||+75||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||+75||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||-35||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Megapol]]||+75||-50||+75||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||-25||0||0||0||-15||0||0||0||0||0||0||0||0||0||0||-50||-50||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Cult of Sirius]]||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsec]]||0||0||0||-35||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||+25||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Superdynamics]]||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[General Metro]]||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberweb]]||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||+50||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Transtellar]]||0||+20||0||-20||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Solmine]]||0||0||0||0||0||+25||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sensovision]]||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||-35||-35||-35||-20||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lifetree]]||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nutrivend]]||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Evonet]]||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sanctuary Clinic]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||+25||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nanotech]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Energen]]||0||0||0||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Synthemesh]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gravball League]]||0||0||0||0||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-20||-20||-10||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Psyke]]||0||0||0||-35||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-20||&#039;&#039;&#039;+100&#039;&#039;&#039;||-50||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Diablo]]||0||0||0||-35||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-20||-50||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Osiron]]||0||0||0||-20||0||0||0||0||0||0||0||-35||0||0||0||0||0||0||0||-10||-35||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[S.E.L.F.]]||+15||0||-25||-15||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||+25||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mutant Alliance]]||+15||0||-25||-10||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||+25||&#039;&#039;&#039;+100&#039;&#039;&#039;||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Extropians]]||0||0||0||0||0||+25||0||0||0||0||+25||0||0||0||0||0||0||0||0||0||0||0||0||0||0||&#039;&#039;&#039;+100&#039;&#039;&#039;||-35&lt;br /&gt;
|-&lt;br /&gt;
|[[Technocrats]]||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||0||-35||&#039;&#039;&#039;+100&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The entries in this table are read as: &#039;&#039;organisation at left of row&#039;&#039; likes/dislikes &#039;&#039;organisation at top of column&#039;&#039; by &#039;&#039;value in box&#039;&#039;&lt;br /&gt;
*X-COM attitudes are omitted, as X-COM is under player control.&lt;br /&gt;
*All starting attitudes are subject to random variation of -10 to +10, with the exception of those listed in bold.&lt;br /&gt;
*After this, attitudes not toward X-COM (and not in bold) are also subject to random difficulty adjustment:&lt;br /&gt;
**Negative or zero attitudes not toward the Aliens are worsened by a random number from 0 to 5*difficulty (0 on Novice, 20 on Superhuman)&lt;br /&gt;
**Positive attitudes are improved by a random number from 0 to 3*difficulty (0 on Novice, 12 on Superhuman)&lt;br /&gt;
*Starting attitudes toward X-COM are also subject to fixed difficulty adjustment:&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Difficulty!!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Novice||0&lt;br /&gt;
|-&lt;br /&gt;
|Easy||+5&lt;br /&gt;
|-&lt;br /&gt;
|Medium||0&lt;br /&gt;
|-&lt;br /&gt;
|Hard||-5&lt;br /&gt;
|-&lt;br /&gt;
|Superhuman||-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Incursions_(Apocalypse)&amp;diff=107300</id>
		<title>UFO Incursions (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Incursions_(Apocalypse)&amp;diff=107300"/>
		<updated>2022-04-21T16:24:59Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Alien Base Attacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Alien Craft Type and Quantity Appearing in Mega-Primus&#039;&#039;&#039;&lt;br /&gt;
=In General= &amp;lt;!-- NEED AN IMAGE for a gate at the linked page --&amp;gt;&lt;br /&gt;
Aliens send their craft through a &#039;portal&#039;, called a [[Dimension_Gates|Dimension Gate]], appearing at random locations and random positions within the cityscape as time progresses. It is an invunerable device.&amp;lt;br&amp;gt;&lt;br /&gt;
=Alien Craft Growth Limits=&lt;br /&gt;
UFOs are &#039;grown&#039; in the Alien Dimension at the start of the week of only a certain quantity and type dependant on the number of weeks elasped in the game:&lt;br /&gt;
===Maximum UFO Quantity===&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
!Week!![[Image:Apoc_ufo1_icon.png|Alien Probe]]!![[Image:Apoc_ufo2_icon.png|Alien Scout Ship]]!![[Image:Apoc_ufo3_icon.png|Alien Transporter]]!![[Image:Apoc_ufo4_icon.png|Alien Fast-Attack Ship]]!![[Image:Apoc_ufo5_icon.png|Alien Destroyer]]!![[Image:Apoc_ufo6_icon.png|Alien Assault Ship]]!![[Image:Apoc_ufo7_icon.png|Alien Bomber]]!![[Image:Apoc_ufo8_icon.png|Alien Escort Ship]]!![[Image:Apoc_ufo9_icon.png|Alien Battleship]]!![[Image:Apoc_ufo10_icon.png|Alien Mothership]]&lt;br /&gt;
|-&lt;br /&gt;
|1||9||9||||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|2||2||4||3||2||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
|3||2||4||2||2||||3||||||||&lt;br /&gt;
|-&lt;br /&gt;
|4||1||2||1||1||2||2||||||||&lt;br /&gt;
|-&lt;br /&gt;
|5||||1||||1||1||1||2||||||&lt;br /&gt;
|-&lt;br /&gt;
|6||||1||||1||1||||1||1||||&lt;br /&gt;
|-&lt;br /&gt;
|7||||1||||||1||||1||1||1||&lt;br /&gt;
|-&lt;br /&gt;
|8||||1||||||||1||1||1||||1&lt;br /&gt;
|-&lt;br /&gt;
|9||||||||||||||||1||1||&lt;br /&gt;
|-&lt;br /&gt;
|10||||1||||||||||1||||||&lt;br /&gt;
|-&lt;br /&gt;
|11||||||||1||||1||||||1||1&lt;br /&gt;
|-&lt;br /&gt;
|12||||||||||||||1||1||||&lt;br /&gt;
|-&lt;br /&gt;
|13||||1||||1||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
|14||||||||||||||||1||||1&lt;br /&gt;
|-&lt;br /&gt;
|15||||||||||||||||||1||&lt;br /&gt;
|-&lt;br /&gt;
|16+||||||||||||||1||1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|Maximum||15||15||6||6||6||6||6||6||4||2&lt;br /&gt;
|}&lt;br /&gt;
=Alien Mission: Schedule=&lt;br /&gt;
At the start of each week (Monday), the Aliens randomly choose days and times within this new week to perform a variety mission types: [[Cityscape_Fighting_(Apocalypse)|Infiltration, Search, Bombing, Overspawn Drop]]. When a mission is due according to Monday&#039;s timetable, the aliens will choose a mission style dependant on importance (the percentage chance) and the number of weeks elasped in the game:&lt;br /&gt;
===Mission Schedules===&lt;br /&gt;
{| {{StdCenterTable}}&lt;br /&gt;
|- {{StdDescTable Heading}}&lt;br /&gt;
!Week!!Infiltration!!Search!!Bombing!!Overspawn Drop&lt;br /&gt;
|-&lt;br /&gt;
|1-3||100%||0%||0%||0%&lt;br /&gt;
|-&lt;br /&gt;
|4||90%||0%||10%||0%&lt;br /&gt;
|-&lt;br /&gt;
|5-6||80%||10%||10%||0%&lt;br /&gt;
|-&lt;br /&gt;
|7||70%||10%||10%||10%*&lt;br /&gt;
|-&lt;br /&gt;
|8||50%||20%||10%||20%&lt;br /&gt;
|-&lt;br /&gt;
|9-11||40%||20%||20%||20%&lt;br /&gt;
|-&lt;br /&gt;
|12||30%||30%||20%||20%&lt;br /&gt;
|-&lt;br /&gt;
|13||30%||20%||30%||20%&lt;br /&gt;
|-&lt;br /&gt;
|14||40%||20%||20%||20%&lt;br /&gt;
|-&lt;br /&gt;
|15-18||30%||20%||20%||30%&lt;br /&gt;
|-&lt;br /&gt;
|19||20%||20%||30%||30%&lt;br /&gt;
|-&lt;br /&gt;
|20+||10%||40%||20%||30%&lt;br /&gt;
|}&lt;br /&gt;
Once a mission is selected, the aliens will allocate the UFOs required (if available) in the Alien Dimension to immediately spawn into Mega-Primus.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: An Overspawn Drop for Week 7 is an error in the game since the craft needed, a Mothership, is not yet available.&lt;br /&gt;
=Alien Missions=&lt;br /&gt;
Any alien mission chosen in the schedule will only commence if the required UFOs are present in the Alien Dimension, that is, the mission will only start if the needed craft are available, and if not, the mission will not start and the &#039;time and day&#039; mission slot is forfeited.&amp;lt;br&amp;gt;&lt;br /&gt;
The alien craft will materialise from the dimension gates in sequence (all &#039;&#039;&#039;Primary&#039;&#039;&#039; craft, all &#039;&#039;&#039;Escort&#039;&#039;&#039; craft, all others) according to their selected mission. When the first craft has spawned in, the next craft due will choose a gate randomly of the three, until all are present. (A save/load between each spawn will again randomise the gate choice for the UFO due to appear next.)&amp;lt;br&amp;gt;&lt;br /&gt;
The alien crafts listed in &amp;quot;Escort&amp;quot; are assigned protection duty of the &amp;quot;Primary&amp;quot; group&#039;s leader, hence, the first craft that spawned into the city is (always) the leader of all primary craft. If the leader is lost when under escort, the assigned escorts will select the &#039;second in command&#039; primary craft as the new leader... until all primaries are either shot down or have escaped (from mission objective complete or craft sustained massive damage and aborts objective) back into the gates. If no more (viable) primary craft are present, any escorts remaining will return to the gates and leave. Escorts are assigned escort duty only and will not escort other designated escorts. Primary UFOs will proceed with their mission regardless if an escort is available.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Start: THE FOLLOWING may be unclear, i&#039;ll rewrite if needed --&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; The column &amp;quot;Mission&amp;quot; in the following tables is not based on elapsed weeks but the variety of craft types that may partake in each section&#039;s (Infiltration, Search etc.) mission type. The selection of a group will start at the bottom and move upwards through the list (ignoring &#039;&#039;&#039;Week&#039;&#039;&#039;) until the UFOs present in the Alien Dimension can fulfil the particular mission&#039;s grouping requirement and in not limited to the &amp;quot;Week&amp;quot;. &#039;&#039;&#039;If a group cannot be formed, the mission will not proceed&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
UFOs in the &#039;&#039;&#039;Bombing&#039;&#039;&#039; column will attack any hostile organisation&#039;s buildings.&lt;br /&gt;
&amp;lt;!-- End: THE PRECEEDING may be unclear, i&#039;ll rewrite if needed --&amp;gt;&lt;br /&gt;
==[[Alien_Infiltration_(Apocalypse)|Infiltration]]==&lt;br /&gt;
Alien crafts used to insert alien lifeforms into buildings:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Bombing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]][[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo3_icon.png|link=Alien Transporter (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;16*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;17**&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These fleets will never appear, as the ships required will also fulfil a higher-priority fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;This fleet can appear as long as the aliens have at least one Battleship and one Escort Ship (though two Battleships will still appear in Mega-Primus). This is the result of an error in the allocation of available crafts - instead of checking whether there are two Battleships, it checks whether there is one Battleship twice.&amp;lt;br&amp;gt;&lt;br /&gt;
If Aliens target a building (unknowingly) with an X-Com base, a Base Defence mission wil immediately commence.&lt;br /&gt;
==[[Cityscape_Fighting_(Apocalypse)#Alien_Search|Search]]==&lt;br /&gt;
Alien crafts used to search a building for an X-Com base:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]][[Image:Apoc_ufo1_icon.png|link=Alien Probe (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo6_icon.png|link=Alien Assault Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Base Assault fleets can appear from Week 5 onwards.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Important:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Once an X-Com base has been located, the &amp;quot;Search&amp;quot; mission style becomes an &#039;X-Com Base Attack&#039; mission style with the primary leader craft (usually) only being used (and maybe some escorting craft) since the aliens don&#039;t need to search so many buildings now, they don&#039;t need to use so many craft! If the alien lifeforms are successfully dropped into an X-Com building, a Base Defense misson will immediately commence.&lt;br /&gt;
&lt;br /&gt;
Also Note: Once the Aliens have located an X-com base, the aliens will stop sending search missions for other X-com Bases. Instead, ALL their efforts will now be concentrated on invading the X-com base that they have detected. As long as this base reamins standing, all your other X-com bases are safe from Alien Base Attacks. (though you still have to worry about human base attacks)&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape_Fighting_(Apocalypse)#Bombing|Bombing]] Buildings==&lt;br /&gt;
Alien craft groups assigned for building destruction, using gun and bombs, of hostile organisations in Mega-Primus. &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]][[Image:Apoc_ufo2_icon.png|link=Alien Scout Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]][[Image:Apoc_ufo4_icon.png|link=Alien Fast-Attack Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]][[Image:Apoc_ufo5_icon.png|link=Alien Destroyer (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Bombing fleets appear from Week 4 onwards.&lt;br /&gt;
==[[Cityscape_Fighting_(Apocalypse)#Overspawn_Drop|Overspawn Drops]]==&lt;br /&gt;
A mission style which always contains a [[Alien Mothership (Apocalypse)|Mothership]] as the primary leader to randomly &#039;unload&#039; an [[Overspawn]] terror unit into Mega-Primus. Escort assigned craft may also attack buildings at random as with the craft listed in Bombing.&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Mission&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Escort&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Bombing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Week&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]][[Image:Apoc_ufo8_icon.png|link=Alien Escort Ship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]][[Image:Apoc_ufo7_icon.png|link=Alien Bomber (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]][[Image:Apoc_ufo10_icon.png|link=Alien Mothership (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]][[Image:Apoc_ufo9_icon.png|link=Alien Battleship (Apocalypse)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Overspawn drops can appear from Week 8 onwards.&lt;br /&gt;
* A fleet with two [[Alien Mothership (Apocalypse)|Motherships]] is guaranteed to be on an Overspawn Drop mission.&lt;br /&gt;
==Apcoalypse Mission==&lt;br /&gt;
A special version of a Bombing mission which only happens once, once the Control Chamber in the alien dimension is destroyed. The next alien mission that is time-tabled wiil be the &#039;&#039;Apocalypse Mission&#039;&#039; in which &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; remaining UFOs in the Alien Dimension (except [[Alien Probe (Apocalypse)|Probes]]) will swarm out of the Dimension Gates and proceed to demolish Mega-Primus!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
* [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107299</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107299"/>
		<updated>2022-04-21T16:18:40Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Early Game: Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Battlescape Tactics as the Game Progresses&#039;&#039;&#039;&lt;br /&gt;
* relevant for real-time game mode. Turn Based Tactics are also [[Turn-Based_Combat_(Apocalypse)|available]]&lt;br /&gt;
=In General=&lt;br /&gt;
As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of tactical battle developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. Know your tools.&lt;br /&gt;
* standing on an unconsicous unit will prevent them from becoming active (see Popper).&lt;br /&gt;
* flying at least one level above an enemy which only attacks with melee, makes the hostile impotent.&lt;br /&gt;
==Aliens: Early==&lt;br /&gt;
Early game alien threats are brainsuckers, anthropods, spitters, multiworms and hyperworms ...and if careless enough, multiworm eggs.&amp;lt;br&amp;gt;&lt;br /&gt;
The most serious problem are brainsuckers! There are 2 solutions: Androids and overwhelming firepower. A brainsucked agent is a severe threat since Megapol Armor is so resistant to damage from early weapons. A stun grapple stun or sustained autocannon fire with armor piercing rounds will eventually kill the contaminated agent. A more desperate tactic is to drop (throwing takes too long) a short-time stun grenade (by the soon-to-be-turned) agent, or use an explosive grenade instead! If an autocannon is available, high explosive rounds shot at the ground may kill a brainsucker mid-suck (Note: inventory access is blocked for the agent mid-suck, but can be circumvented). Brainsuckers come from pods, pods come from launchers, launchers are carried by anthropods. If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents in all directions until found, which being so dangerous, agents should ignore other aliens types until the brainsucker is dead.&amp;lt;br&amp;gt;&lt;br /&gt;
Anthropods use brainsucker launchers to shoot pods randomly, but in the direction of your troopers. This is typically the second most dangerous alien for this specific reason, however, once all pods have been fired, they themselves are completely harmless with their empty brainsucker launchers. Concentrate on the brainsuckers. Kill the anthropods before they can launch more pods. If they are in a corridor, they may be unable to aim high to shoot over your agents&#039; heads. Approaching a dead anthropod may cause the dropped pods to break open and then you&#039;ll have a brainsucker face-to-face.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters, Multiworms, and Hyperworms each have built-in weapons, with spitters having the longest range and hyperworms being close combat only.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters have inaccurate aim but when it impacts, the enzymes eat armor (weakly), but pose no real danger unless a group has targeted a single agent. Any groups of these should be broken up with explosives. They usually don&#039;t attack first when a battle starts and prefer to wait until others have &#039;had a go&#039;, hence, they may be already panicking by that time which a lone agent can rush them to kill them without using a lot of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiworms will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range spit. Use the environment to be at a higher level than it and engage it with harder hiting weapons such as the laser, plasma gun, or heavy launcher from a medium distance to limit the spit and from its melee babies. Retreat further away if the multiworm gets too close since it is slow moving. Sustained explosive fire from multiple agents will wear down the creature until it &#039;pops&#039; and the contiuned fire with autocannons will kill the babies also. An injured multiworm can be bombarded with stun gas grenades until unconscious. The will not cause the creature to &#039;pop&#039;. If a hyperworm is incoming an autocannon and high explosive rounds with auto-shot will usually kill the worm if the ground is shot at, slightly in front of its direction. An AP grenade will immediately kill the Hyperworms, but if any start getting close, throw (RMB) a grenade (if autocannon is not available) in front of the incoming worm so that is gets caught in the middle of the blast when the grenade hit the ground. The agent the hyperworm wants to eat should run away (dropping heavy stuff if needed) whilst other troops target the hostile. A flying agent at least one level above and cannot be attacked by a hyperworm.&lt;br /&gt;
&lt;br /&gt;
The multiworm death spawn is significantly more dangerous in TB than in RT mode, because spawned hyperworms in TB will pop up with a large amount of TU. I have had multiple instances where I was killing a multiworm with autoshot machinegun, holding down the RMB, and when the multiworm popped, my agent fired one last round into the corpse for 1 TU, and the birthed multiworms immediately spent their TUs on reaction by rushing up to my (fully megapol armored) agent and killing him before he could fire another shot.&lt;br /&gt;
STUNNING a hyperworm will bypass the spawning of hyperworms, which can be VERY helpful!&lt;br /&gt;
Multiworm eggs should be avoided since they cannot move, have a weak enzyme projectile and are a minimal threat. They are recovered alive at mission completion. A chrysalis is a common alien found, but has no offensive capabilties.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
&lt;br /&gt;
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
Be warned, Diablo, Marsec, Osiron, Psyke, Solmine start at Tech Level 4. Being infiltrated by the Aliens gives +3 to tech level. That means that, if these organizations are infiltrated, you can see Tech Level 7 in week 1. And 8 in week 2, meaning they get Devastator Cannons. And Personal Disruptor Shields in Week 3. So, possibly a good idea to keep these organizations free from infiltration. Unless you have a devious plan to obtain advanced alien tech before the aliens have access to it themselves?&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. At 4000 points, the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can. If you already have toxiguns (and you SHOULD!), it is advisable to farm COS for tactical points to hit the next tier of alien weaponry, which will bring about Personal Disruptor Shields. which (once captured and researched) will make missions MUCH easier.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
&lt;br /&gt;
Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
&lt;br /&gt;
After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
&lt;br /&gt;
Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
&lt;br /&gt;
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
&lt;br /&gt;
===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
=Game Modes In-Depth=&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think)&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107297</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107297"/>
		<updated>2022-04-21T16:06:59Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Mid Game: Aliens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Battlescape Tactics as the Game Progresses&#039;&#039;&#039;&lt;br /&gt;
* relevant for both game modes, Real-Time (RT) or Turn-Based (TB), but mainly for RT.&lt;br /&gt;
=In General=&lt;br /&gt;
As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of tactical battle developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. Know your tools.&lt;br /&gt;
* standing on an unconsicous unit will prevent them from becoming active (see Popper).&lt;br /&gt;
* flying at least one level above an enemy which only attacks with melee, makes the hostile impotent.&lt;br /&gt;
==Aliens: Early==&lt;br /&gt;
Early game alien threats are brainsuckers, anthropods, spitters, multiworms and hyperworms ...and if careless enough, multiworm eggs.&amp;lt;br&amp;gt;&lt;br /&gt;
The most serious problem are brainsuckers! There are 2 solutions: Androids and overwhelming firepower. A brainsucked agent is a severe threat since Megapol Armor is so resistant to damage from early weapons. A stun grapple stun or sustained autocannon fire with armor piercing rounds will eventually kill the contaminated agent. A more desperate tactic is to drop (throwing takes too long) a short-time stun grenade (by the soon-to-be-turned) agent, or use an explosive grenade instead! If an autocannon is available, high explosive rounds shot at the ground may kill a brainsucker mid-suck (Note: inventory access is blocked for the agent mid-suck, but can be circumvented). Brainsuckers come from pods, pods come from launchers, launchers are carried by anthropods. If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents in all directions until found, which being so dangerous, agents should ignore other aliens types until the brainsucker is dead.&amp;lt;br&amp;gt;&lt;br /&gt;
Anthropods use brainsucker launchers to shoot pods randomly, but in the direction of your troopers. This is typically the second most dangerous alien for this specific reason, however, once all pods have been fired, they themselves are completely harmless with their empty brainsucker launchers. Concentrate on the brainsuckers. Kill the anthropods before they can launch more pods. If they are in a corridor, they may be unable to aim high to shoot over your agents&#039; heads. Approaching a dead one may cause the dropped pods to break open and then you&#039;ll have a brainsucker face-to-face.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters, Multiworms, and Hyperworms each have built-in weapons, with spitters having the longest range and hyperworms being close combat only.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters have inaccurate aim but when it impacts, the enzymes eat armor (weakly), but pose no real danger unless a group has targeted a single agent. Any groups of these should be broken up with explosives. They usually don&#039;t attack first when a battle starts and prefer to wait until others have &#039;had a go&#039;, hence, they are panicking by that time which a lone agent can rush them to kill them without using a lot of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiworms will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range spit. Use the environment to be at a higher level than it and engage it with harder hiting weapons such as the laser, plasma gun, or heavy launcher from a medium distance to limit the spit and from its melee babies. Retreat further away if the multiworm gets too close since it is slow moving. Sustained explosive fire from multiple agents will wear down the creature until it &#039;pops&#039; and the contiuned fire with autocannons will kill the babies. An injured multiworm can be bombarded with stun gas grenades until unconscious. The will not cause the creature to &#039;pop&#039;. If a hyperworm is incoming an autocannon and high explosive rounds with auto-shot will usually kill the worm if the ground is shot at slight in front of its direction. An AP grenade will immediately kill the Hyperworms, but if any start getting close, throw (RMB) a grenade (if autocannon is not available) in front of the incoming worm so that is gets caught in the middle of the blast when the grenade hit the ground. The agent the hyperworm wants to eat should run away (dropping heavy stuff if needed) whilst other troops target the hostile. A flying agent at least one level above and cannot be attacked by a hyperworm.&lt;br /&gt;
The multiworm death spawn is significantly more dangerous in TB than in RT mode, because spawned hyperworms in TB will pop up with a large amount of TU. I have had multiple instances where I was killing a multiworm with autoshot machinegun, holding down the RMB, and when the multiworm popped, my agent fired one last round into the corpse for 1 TU, and the birthed multiworms immediately spent their TUs on reaction by rushing up to my (fully megapol armored) agent and killing him before he could fire another shot.&lt;br /&gt;
STUNNING a hyperworm will bypass the spawning of hyperworms, which can be VERY helpful!&lt;br /&gt;
Multiworm eggs should be avoided since they cannot move, have a weak enzyme projectile and are a minimal threat. They are recovered alive at mission completion. A chrysalis is a common alien found, but has no offensive capabilties.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
&lt;br /&gt;
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. At 4000 points, the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can. If you already have toxiguns (and you SHOULD!), it is advisable to farm COS for tactical points to hit the next tier of alien weaponry, which will bring about Personal Disruptor Shields. which (once captured and researched) will make missions MUCH easier.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
&lt;br /&gt;
Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
&lt;br /&gt;
After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
&lt;br /&gt;
Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
&lt;br /&gt;
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
&lt;br /&gt;
===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
=Game Modes In-Depth=&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think)&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107292</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107292"/>
		<updated>2022-04-21T15:56:18Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Aliens: Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Battlescape Tactics as the Game Progresses&#039;&#039;&#039;&lt;br /&gt;
* relevant for both game modes, Real-Time (RT) or Turn-Based (TB), but mainly for RT.&lt;br /&gt;
=In General=&lt;br /&gt;
As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of tactical battle developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. Know your tools.&lt;br /&gt;
* standing on an unconsicous unit will prevent them from becoming active (see Popper).&lt;br /&gt;
* flying at least one level above an enemy which only attacks with melee, makes the hostile impotent.&lt;br /&gt;
==Aliens: Early==&lt;br /&gt;
Early game alien threats are brainsuckers, anthropods, spitters, multiworms and hyperworms ...and if careless enough, multiworm eggs.&amp;lt;br&amp;gt;&lt;br /&gt;
The most serious problem are brainsuckers! There are 2 solutions: Androids and overwhelming firepower. A brainsucked agent is a severe threat since Megapol Armor is so resistant to damage from early weapons. A stun grapple stun or sustained autocannon fire with armor piercing rounds will eventually kill the contaminated agent. A more desperate tactic is to drop (throwing takes too long) a short-time stun grenade (by the soon-to-be-turned) agent, or use an explosive grenade instead! If an autocannon is available, high explosive rounds shot at the ground may kill a brainsucker mid-suck (Note: inventory access is blocked for the agent mid-suck, but can be circumvented). Brainsuckers come from pods, pods come from launchers, launchers are carried by anthropods. If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents in all directions until found, which being so dangerous, agents should ignore other aliens types until the brainsucker is dead.&amp;lt;br&amp;gt;&lt;br /&gt;
Anthropods use brainsucker launchers to shoot pods randomly, but in the direction of your troopers. This is typically the second most dangerous alien for this specific reason, however, once all pods have been fired, they themselves are completely harmless with their empty brainsucker launchers. Concentrate on the brainsuckers. Kill the anthropods before they can launch more pods. If they are in a corridor, they may be unable to aim high to shoot over your agents&#039; heads. Approaching a dead one may cause the dropped pods to break open and then you&#039;ll have a brainsucker face-to-face.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters, Multiworms, and Hyperworms each have built-in weapons, with spitters having the longest range and hyperworms being close combat only.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters have inaccurate aim but when it impacts, the enzymes eat armor (weakly), but pose no real danger unless a group has targeted a single agent. Any groups of these should be broken up with explosives. They usually don&#039;t attack first when a battle starts and prefer to wait until others have &#039;had a go&#039;, hence, they are panicking by that time which a lone agent can rush them to kill them without using a lot of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiworms will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range spit. Use the environment to be at a higher level than it and engage it with harder hiting weapons such as the laser, plasma gun, or heavy launcher from a medium distance to limit the spit and from its melee babies. Retreat further away if the multiworm gets too close since it is slow moving. Sustained explosive fire from multiple agents will wear down the creature until it &#039;pops&#039; and the contiuned fire with autocannons will kill the babies. An injured multiworm can be bombarded with stun gas grenades until unconscious. The will not cause the creature to &#039;pop&#039;. If a hyperworm is incoming an autocannon and high explosive rounds with auto-shot will usually kill the worm if the ground is shot at slight in front of its direction. An AP grenade will immediately kill the Hyperworms, but if any start getting close, throw (RMB) a grenade (if autocannon is not available) in front of the incoming worm so that is gets caught in the middle of the blast when the grenade hit the ground. The agent the hyperworm wants to eat should run away (dropping heavy stuff if needed) whilst other troops target the hostile. A flying agent at least one level above and cannot be attacked by a hyperworm.&lt;br /&gt;
The multiworm death spawn is significantly more dangerous in TB than in RT mode, because spawned hyperworms in TB will pop up with a large amount of TU. I have had multiple instances where I was killing a multiworm with autoshot machinegun, holding down the RMB, and when the multiworm popped, my agent fired one last round into the corpse for 1 TU, and the birthed multiworms immediately spent their TUs on reaction by rushing up to my (fully megapol armored) agent and killing him before he could fire another shot.&lt;br /&gt;
STUNNING a hyperworm will bypass the spawning of hyperworms, which can be VERY helpful!&lt;br /&gt;
Multiworm eggs should be avoided since they cannot move, have a weak enzyme projectile and are a minimal threat. They are recovered alive at mission completion. A chrysalis is a common alien found, but has no offensive capabilties.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
&lt;br /&gt;
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. Eventually the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
&lt;br /&gt;
Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
&lt;br /&gt;
After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
&lt;br /&gt;
Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
&lt;br /&gt;
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
&lt;br /&gt;
===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
=Game Modes In-Depth=&lt;br /&gt;
==Real Time Gameplay==&lt;br /&gt;
===Early game===&lt;br /&gt;
&lt;br /&gt;
To help conserve ammunition, equip a [[Megapol Stun Grapple |Stun Grapple]] as your secondary weapon. This serves two functions. First, it gives you a very strong weapon against those annoying close-combat aliens (hyperworms and poppers) and can quickly take down humanoid enemies. Second, it will significantly increase your chances of capturing live aliens, which is essential to developing toxiguns. When not fighting in close quarter combat, keep it stowed in your backpack until it is required so you do not suffer the accuracy penalty. &lt;br /&gt;
&lt;br /&gt;
For general armament, a common practice in RT combat is to have agents arm two of the same weapon. At the cost of lowered accuracy, their rate of fire is increased. Adjusting the firing mode to snap or aimed balances the accuracy with the improved rate of fire. Dual M4000&#039;s on aim for example are nearly as rapid but more accurate than a single M4000 on auto. When accuracy is not required, use auto for optimum damage.&lt;br /&gt;
&lt;br /&gt;
Launchers [[Marsec_Heavy_Launcher|big]] and [[Marsec_MiniLauncher|small]]&lt;br /&gt;
Rockets of all types effectively have perfect accuracy even on auto shot. Even a blind rookie with horrible accuracy turns into a killing machine when armed with the marsec mini launcher. &amp;lt;br&amp;gt;&lt;br /&gt;
Mini Launchers are useful for use (albeit controlled use) in city buildings. Heavy Launchers are good for UFO assaults or other situations where collateral damage is not your main concern. Their hefty punch can aid in softening up tightly packed UFO defenders and Megaspawn. All missiles in Real Time will track their targets. As missiles track their targets in Real Time, high accuracy is not a requirement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Megapol Stun Grenade|stun grenades]] should be carried in plentiful supply. In addition to stunning aliens, they can be useful for quickly clearing unwanted smoke clouds. In RT, stun damage from stun grenades are administered in two ways. First a small dose of stun is dealt from the impact of the grenade exploding and then from the amount of time the alien spends in the cloud. Blanket an area or serially detonate stun grenades for maximum effect. Aliens in stun gas will always flee from the cloud, momentarily preventing them from shooting at you. &lt;br /&gt;
&lt;br /&gt;
[[Megapol AP Grenade|AP grenades]] are not powerful, but are useful general purpose explosives. They can quickly dispatch groups of small enemies like hyperworms and brainsuckers. In RT, AP grenades are lifesavers for lone agents that find a brainsucker suddenly latching on their head. To remedy this situation: grab an AP grenade and set it to .25 or detonate-on-impact and drop it. Note that you have to access this agents inventory by going through another agent as the soldier being brainsucked will have their open-inventory button temporarily locked. &lt;br /&gt;
&lt;br /&gt;
[[Marsec M4000 Machine Gun|M4000 Machine Guns]] are useful general purpose weapons that are effective against most early enemies. They are ideal accuracy trainers thanks to their high rate of fire and low damage, as accuracy improves by the number of successful hits. The [[Megapol Lawpistol]] is a stronger substitute, albeit does not have a large clip. &lt;br /&gt;
&lt;br /&gt;
Dual [[Megapol Auto Cannon|Auto Cannons]] are exceptionally powerful in the hands of the right troopers. Auto Cannon AP rounds are the most damaging non-explosive  rounds you can fire prior to Disrupter guns. High Explosive rounds are powerful and require little accuracy to use effectively. Lone agents can also use it to shoot brainsuckers off their own heads. the Incendiary rounds are useful to set fire to Multiworms to pre-empt hyperworms at the moment they hatch. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Laser Sniper Gun | Laser sniper gun]]s are weak, but with enough of them trained on the same target, they can deal a decent amount of damage to make it worthwhile. If you really must fight in close quarters with them, consider using dual rifles and switching to auto, or carry a sidearm. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Plasma Gun]]s, once available or stolen, are great all-rounder weapons with decent accuracy, damage and a high capacity ammunition clip. They can easily fill in for the laser sniper rifle or Auto Cannon/AP roles. Their size make them excellent secondary sidearms before the Toxigun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mid-game===&lt;br /&gt;
As soon as you have [[Biological Warfare (Apocalypse)|Toxiguns]], carry them on any mission where you will encounter humanoid aliens. Particularly those armed with shields as toxiguns do not damage them. Toxiguns have a very high firing rate, so there is no benefit to using two at a time. Use the free hand for other equipment or weapons.  Against agents and other humans, Toxigun ammo (all three types) deal damage comparable to M4000 rounds. They have the advantage of leaving your troops mostly unable to harm one another if under psionic control (apart from grenades). Sustained fire is still lethal.&lt;br /&gt;
&lt;br /&gt;
Against aliens that do not carry disruptor shields, use Disruptor weapons to conserve Toxigun ammunition. Start with the rapid-fire [[Disruptor Gun]] and work up to the [[Devastator Cannon]]. Be aware that the Devastator Cannon can cause a lot of collateral damage in city buildings. &lt;br /&gt;
&lt;br /&gt;
===Late-game===&lt;br /&gt;
Late game tactical combat is often straightforward. You should plenty of Personal Disruptor Shields, Devastator Cannons and/or Toxiguns, and [[X-COM Disruptor Armor]] that you need to take out the enemy easily. When all you want to do is cause a lot of damage, swap toxiguns out for more Devastator Cannons, [[Dimension Missile Launcher]]s or even [[Entropy Launcher]]s as required. &lt;br /&gt;
&lt;br /&gt;
Bring the usual assortment of stun weapons to capture aliens you still need to research. Stun Grapples lose their edge as they have no effect against Personal Disrupter Shields, but will continue to work against unshielded aliens and are absolutely essential for capturing Micronoids. Stun Grenades and Mind Benders remain useful. &lt;br /&gt;
&lt;br /&gt;
If you stuck with the game long enough, you can reward yourself with the use of the [[Personal Teleporter]]. Teleporters are practically a cheat in Real Time, since they work instantaneously while the game is paused. This means you can pause at the precise moment before a projectile hits, or even while an explosive is detonating, and teleport your agent out of the way. Useful for avoiding missiles, instantly-getting into close proximity with enemies for quick kills, and escaping from any number of tricky situations or to explore areas previously only accessibly by flight. Note that they need time to recharge, so carry multiples or build a stack of them in a safe spot for quick refills. Be prepared for a lot of teleporter juggling.&lt;br /&gt;
&lt;br /&gt;
==Turn-Based==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Although you can fire dual weapons (alternately) with shift-click attacks, there&#039;s little value in dual wielding in TB as you do not get any TU cost reductions. Two-handed weapons should be fired with nothing in the other hand to increase accuracy; since moving things in your inventory is free you can just keep any secondary weapon in your backpack. This also means you can feel free to bring a stun grapple and equip it as necessary, but be careful of weight. &lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Guns and to a lesser extent the Lawpistol are very useful early game weapons thanks to their high rate of fire. Given an agent has a low enough max TU level, an auto shot will only cost 1TU for the M4000, or 2TU for the Lawpistol. Agents may often find it more effective to spend some TUS to run up to their enemy, switch to auto and fill enemies with bullets and not worry about accuracy. As accuracy is trained based on number of hits, machinegunners tend to train fast. &lt;br /&gt;
&lt;br /&gt;
Auto-cannons are very effective weapons in the early game because their explosive ammo is still quite effective in the hands of agents with poor accuracy. Auto-cannons maintain their effectiveness right through the game against two important enemies - Brainsuckers and Poppers. Auto-cannons are the only weapon that can effectively give reaction fire with explosive rounds, making them good for taking out Brainsuckers, Poppers and Hyperworms as they charge. Near-misses will often result in a kill. Your starting armor is very effective, so shooting HE at point blank range won&#039;t hurt too much (though switching to AP ammo is free anyway). The downside is that throwing explosives around will cause property damage, destroy artifacts and kill stunned aliens.&lt;br /&gt;
&lt;br /&gt;
AP, stun and smoke grenades should be standard issue for everyone. Grenades are great for low accuracy agents to get kills on Hyperworms and Brainsuckers. Stun grenades cause a lot more 1-hit KOs in TB mode, making them superior to AP grenades as a fallback. Drop smoke frequently to protect agents against return fire and to get closer with machine guns and stun grapples. A soldier can prime and drop a smoke grenade at their feet with 0 TUs, so an agent who finds himself in a vulnerable position at the end of a turn can give himself smoke cover.&lt;br /&gt;
&lt;br /&gt;
Equipping some Laser Sniper Guns in the hands of your high accuracy soldiers can work well, allowing them to kill enemies at long range, especially small enemies like Brainsuckers and Hyperworms. The downside is that their accuracy training is poor and their damage is easily the lowest in the game. Most combat in Apocalypse is short-to-medium range, so it&#039;s difficult for snipers to get good vantage points unless they fly (this has an accuracy penalty). Replace your Laser Sniper Guns with Plasma Guns as they become available; they&#039;re not quite as accurate, but they pack more punch and more ammo, making them much more effective against tougher aliens. &lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
&lt;br /&gt;
Once you research Toxiguns they&#039;ll become an important weapon in your arsenal. They have a mediocre accuracy of 40,15 points lower than the plasma pistol, but their fire rate more than makes up for it, surpassing the M4000. They should replace any M4000 Machine Guns and some Auto Cannons. Consider keeping some ACs around for their HE and IN ammo capability, preferably on Androids so they can&#039;t be used against you through psionics or brainsucking, or use mini launchers if you can afford them. Provided you research and manufacture Toxiguns as soon as possible you will find the alien Disruptor Gun little more than a side show.&lt;br /&gt;
&lt;br /&gt;
Heavy Launchers and Minilaunchers are useful weapons to pick up. A shot at a location can miss, but a shot at a unit will home and always hit. This makes Minilaunchers extremely useful for those shots you can&#039;t afford to miss like your last shot of the turn against a Popper, Brainsucker or Hyperworm swarm. Heavy launchers can fulfill the same role, but take more TUs to fire and are extremely bulky and heavy.&lt;br /&gt;
&lt;br /&gt;
Use Proximity Mines and Boomeroids for Brainsucker and Popper defence when you&#039;re camping a corridor or UFO entrance.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Disruptor armor will neatly solve your weight problems and allow even your lowest strength soldiers to be armed to the teeth. In TB your ability to charge up to a Megaspawn or Psimorph and toxigun it to death without it shooting back makes them considerably easier than in RT, such that even late game your most credible threats remain the lowly Brainsucker and Popper.&lt;br /&gt;
&lt;br /&gt;
Toxigun agents equipped with Teleporters make the rest of the game a joke. Despite the heavy TU cost, agents can teleport to alien spawn points and kill them on turn 1.&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think)&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107291</id>
		<title>Engaging the Enemy (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engaging_the_Enemy_(Apocalypse)&amp;diff=107291"/>
		<updated>2022-04-21T15:55:52Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Aliens: Early */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Battlescape Tactics as the Game Progresses&#039;&#039;&#039;&lt;br /&gt;
* relevant for both game modes, Real-Time (RT) or Turn-Based (TB), but mainly for RT.&lt;br /&gt;
=In General=&lt;br /&gt;
As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of tactical battle developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.&amp;lt;br&amp;gt;&lt;br /&gt;
Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. Know your tools.&lt;br /&gt;
* standing on an unconsicous unit will prevent them from becoming active (see Popper).&lt;br /&gt;
* flying at least one level above an enemy which only attacks with melee, makes the hostile impotent.&lt;br /&gt;
==Aliens: Early==&lt;br /&gt;
Early game alien threats are brainsuckers, anthropods, spitters, multiworms and hyperworms ...and if careless enough, multiworm eggs.&amp;lt;br&amp;gt;&lt;br /&gt;
The most serious problem are brainsuckers! There are 2 solutions: Androids and overwhelming firepower. overwhelming firepower. A brainsucked agent is a severe threat since Megapol Armor is so resistant to damage from early weapons. A stun grapple stun or sustained autocannon fire with armor piercing rounds will eventually kill the contaminated agent. A more desperate tactic is to drop (throwing takes too long) a short-time stun grenade (by the soon-to-be-turned) agent, or use an explosive grenade instead! If an autocannon is available, high explosive rounds shot at the ground may kill a brainsucker mid-suck (Note: inventory access is blocked for the agent mid-suck, but can be circumvented). Brainsuckers come from pods, pods come from launchers, launchers are carried by anthropods. If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents in all directions until found, which being so dangerous, agents should ignore other aliens types until the brainsucker is dead.&amp;lt;br&amp;gt;&lt;br /&gt;
Anthropods use brainsucker launchers to shoot pods randomly, but in the direction of your troopers. This is typically the second most dangerous alien for this specific reason, however, once all pods have been fired, they themselves are completely harmless with their empty brainsucker launchers. Concentrate on the brainsuckers. Kill the anthropods before they can launch more pods. If they are in a corridor, they may be unable to aim high to shoot over your agents&#039; heads. Approaching a dead one may cause the dropped pods to break open and then you&#039;ll have a brainsucker face-to-face.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters, Multiworms, and Hyperworms each have built-in weapons, with spitters having the longest range and hyperworms being close combat only.&amp;lt;br&amp;gt;&lt;br /&gt;
Spitters have inaccurate aim but when it impacts, the enzymes eat armor (weakly), but pose no real danger unless a group has targeted a single agent. Any groups of these should be broken up with explosives. They usually don&#039;t attack first when a battle starts and prefer to wait until others have &#039;had a go&#039;, hence, they are panicking by that time which a lone agent can rush them to kill them without using a lot of ammo.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiworms will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range spit. Use the environment to be at a higher level than it and engage it with harder hiting weapons such as the laser, plasma gun, or heavy launcher from a medium distance to limit the spit and from its melee babies. Retreat further away if the multiworm gets too close since it is slow moving. Sustained explosive fire from multiple agents will wear down the creature until it &#039;pops&#039; and the contiuned fire with autocannons will kill the babies. An injured multiworm can be bombarded with stun gas grenades until unconscious. The will not cause the creature to &#039;pop&#039;. If a hyperworm is incoming an autocannon and high explosive rounds with auto-shot will usually kill the worm if the ground is shot at slight in front of its direction. An AP grenade will immediately kill the Hyperworms, but if any start getting close, throw (RMB) a grenade (if autocannon is not available) in front of the incoming worm so that is gets caught in the middle of the blast when the grenade hit the ground. The agent the hyperworm wants to eat should run away (dropping heavy stuff if needed) whilst other troops target the hostile. A flying agent at least one level above and cannot be attacked by a hyperworm.&lt;br /&gt;
The multiworm death spawn is significantly more dangerous in TB than in RT mode, because spawned hyperworms in TB will pop up with a large amount of TU. I have had multiple instances where I was killing a multiworm with autoshot machinegun, holding down the RMB, and when the multiworm popped, my agent fired one last round into the corpse for 1 TU, and the birthed multiworms immediately spent their TUs on reaction by rushing up to my (fully megapol armored) agent and killing him before he could fire another shot.&lt;br /&gt;
STUNNING a hyperworm will bypass the spawning of hyperworms, which can be VERY helpful!&lt;br /&gt;
Multiworm eggs should be avoided since they cannot move, have a weak enzyme projectile and are a minimal threat. They are recovered alive at mission completion. A chrysalis is a common alien found, but has no offensive capabilties.&lt;br /&gt;
&lt;br /&gt;
==Early Game: Humans==&lt;br /&gt;
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.&lt;br /&gt;
&lt;br /&gt;
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.&lt;br /&gt;
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Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.&lt;br /&gt;
&lt;br /&gt;
Marsec troops have Marsec gear.&lt;br /&gt;
&lt;br /&gt;
Megapol troops have Megapol&#039;s inventory of lethal weaponry.&lt;br /&gt;
&lt;br /&gt;
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can&#039;t counterattack.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Aliens==&lt;br /&gt;
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. Eventually the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can.&lt;br /&gt;
&lt;br /&gt;
==Mid Game: Humans==&lt;br /&gt;
&lt;br /&gt;
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.&lt;br /&gt;
&lt;br /&gt;
==Late Game: Humans==&lt;br /&gt;
&lt;br /&gt;
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you&#039;ll make short work of whatever human enemies try to take you out.&lt;br /&gt;
&lt;br /&gt;
==Storming UFOs==&lt;br /&gt;
This can be tough, even early on. Early in the game, you&#039;ll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship&#039;s control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.&lt;br /&gt;
&lt;br /&gt;
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. &#039;&#039;Do not bunch up&#039;&#039; - grenades ruin your day as much as they ruin the alien&#039;s&#039;, and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by. &lt;br /&gt;
&lt;br /&gt;
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as &#039;soft&#039; cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven&#039;t left the craft yet, you&#039;ll run into a few of them as soon as you enter the ship&#039;s hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops. &lt;br /&gt;
&lt;br /&gt;
Eventually, you&#039;ll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.&lt;br /&gt;
&lt;br /&gt;
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship&#039;s crew is likely to be up on this level, and most of the time they&#039;re entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important not to get complacent. Even late in the game, when you&#039;re wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.&lt;br /&gt;
&lt;br /&gt;
==Tactics for human buildings==&lt;br /&gt;
&lt;br /&gt;
===X-COM Base===&lt;br /&gt;
See [[Base Defense (Apocalypse)]] for more info.&lt;br /&gt;
&lt;br /&gt;
The layout is of course dependent on how you&#039;ve designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.&lt;br /&gt;
&lt;br /&gt;
===Temples of Sirius===&lt;br /&gt;
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of &#039;soft&#039; cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.&lt;br /&gt;
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Walls are thin and easily breached if you want to make your own doors.&lt;br /&gt;
&lt;br /&gt;
===Corporate Headquarters===&lt;br /&gt;
The corporate headquarters are almost the closest thing you&#039;ll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they&#039;re also the alien&#039;s preferred target. There are three major layouts. &lt;br /&gt;
&lt;br /&gt;
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved. &lt;br /&gt;
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After that, hunt the rest down with squads of troops; they prefer hiding upstairs. &lt;br /&gt;
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Second, there&#039;s a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards. &lt;br /&gt;
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Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.&lt;br /&gt;
&lt;br /&gt;
===Slum===&lt;br /&gt;
&lt;br /&gt;
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.&lt;br /&gt;
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===Apartments===&lt;br /&gt;
&lt;br /&gt;
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.&lt;br /&gt;
&lt;br /&gt;
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you&#039;re setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis&#039; may often be found tucked in bathrooms.&lt;br /&gt;
&lt;br /&gt;
===Megapol Stations===&lt;br /&gt;
&lt;br /&gt;
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. &#039;&#039;Do not&#039;&#039; go into battle in one of these unless you are &#039;&#039;exceptionally&#039;&#039; well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.&lt;br /&gt;
&lt;br /&gt;
=Game Modes In-Depth=&lt;br /&gt;
==Real Time Gameplay==&lt;br /&gt;
===Early game===&lt;br /&gt;
&lt;br /&gt;
To help conserve ammunition, equip a [[Megapol Stun Grapple |Stun Grapple]] as your secondary weapon. This serves two functions. First, it gives you a very strong weapon against those annoying close-combat aliens (hyperworms and poppers) and can quickly take down humanoid enemies. Second, it will significantly increase your chances of capturing live aliens, which is essential to developing toxiguns. When not fighting in close quarter combat, keep it stowed in your backpack until it is required so you do not suffer the accuracy penalty. &lt;br /&gt;
&lt;br /&gt;
For general armament, a common practice in RT combat is to have agents arm two of the same weapon. At the cost of lowered accuracy, their rate of fire is increased. Adjusting the firing mode to snap or aimed balances the accuracy with the improved rate of fire. Dual M4000&#039;s on aim for example are nearly as rapid but more accurate than a single M4000 on auto. When accuracy is not required, use auto for optimum damage.&lt;br /&gt;
&lt;br /&gt;
Launchers [[Marsec_Heavy_Launcher|big]] and [[Marsec_MiniLauncher|small]]&lt;br /&gt;
Rockets of all types effectively have perfect accuracy even on auto shot. Even a blind rookie with horrible accuracy turns into a killing machine when armed with the marsec mini launcher. &amp;lt;br&amp;gt;&lt;br /&gt;
Mini Launchers are useful for use (albeit controlled use) in city buildings. Heavy Launchers are good for UFO assaults or other situations where collateral damage is not your main concern. Their hefty punch can aid in softening up tightly packed UFO defenders and Megaspawn. All missiles in Real Time will track their targets. As missiles track their targets in Real Time, high accuracy is not a requirement. &lt;br /&gt;
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&lt;br /&gt;
[[Megapol Stun Grenade|stun grenades]] should be carried in plentiful supply. In addition to stunning aliens, they can be useful for quickly clearing unwanted smoke clouds. In RT, stun damage from stun grenades are administered in two ways. First a small dose of stun is dealt from the impact of the grenade exploding and then from the amount of time the alien spends in the cloud. Blanket an area or serially detonate stun grenades for maximum effect. Aliens in stun gas will always flee from the cloud, momentarily preventing them from shooting at you. &lt;br /&gt;
&lt;br /&gt;
[[Megapol AP Grenade|AP grenades]] are not powerful, but are useful general purpose explosives. They can quickly dispatch groups of small enemies like hyperworms and brainsuckers. In RT, AP grenades are lifesavers for lone agents that find a brainsucker suddenly latching on their head. To remedy this situation: grab an AP grenade and set it to .25 or detonate-on-impact and drop it. Note that you have to access this agents inventory by going through another agent as the soldier being brainsucked will have their open-inventory button temporarily locked. &lt;br /&gt;
&lt;br /&gt;
[[Marsec M4000 Machine Gun|M4000 Machine Guns]] are useful general purpose weapons that are effective against most early enemies. They are ideal accuracy trainers thanks to their high rate of fire and low damage, as accuracy improves by the number of successful hits. The [[Megapol Lawpistol]] is a stronger substitute, albeit does not have a large clip. &lt;br /&gt;
&lt;br /&gt;
Dual [[Megapol Auto Cannon|Auto Cannons]] are exceptionally powerful in the hands of the right troopers. Auto Cannon AP rounds are the most damaging non-explosive  rounds you can fire prior to Disrupter guns. High Explosive rounds are powerful and require little accuracy to use effectively. Lone agents can also use it to shoot brainsuckers off their own heads. the Incendiary rounds are useful to set fire to Multiworms to pre-empt hyperworms at the moment they hatch. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Laser Sniper Gun | Laser sniper gun]]s are weak, but with enough of them trained on the same target, they can deal a decent amount of damage to make it worthwhile. If you really must fight in close quarters with them, consider using dual rifles and switching to auto, or carry a sidearm. &lt;br /&gt;
&lt;br /&gt;
[[Megapol Plasma Gun]]s, once available or stolen, are great all-rounder weapons with decent accuracy, damage and a high capacity ammunition clip. They can easily fill in for the laser sniper rifle or Auto Cannon/AP roles. Their size make them excellent secondary sidearms before the Toxigun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mid-game===&lt;br /&gt;
As soon as you have [[Biological Warfare (Apocalypse)|Toxiguns]], carry them on any mission where you will encounter humanoid aliens. Particularly those armed with shields as toxiguns do not damage them. Toxiguns have a very high firing rate, so there is no benefit to using two at a time. Use the free hand for other equipment or weapons.  Against agents and other humans, Toxigun ammo (all three types) deal damage comparable to M4000 rounds. They have the advantage of leaving your troops mostly unable to harm one another if under psionic control (apart from grenades). Sustained fire is still lethal.&lt;br /&gt;
&lt;br /&gt;
Against aliens that do not carry disruptor shields, use Disruptor weapons to conserve Toxigun ammunition. Start with the rapid-fire [[Disruptor Gun]] and work up to the [[Devastator Cannon]]. Be aware that the Devastator Cannon can cause a lot of collateral damage in city buildings. &lt;br /&gt;
&lt;br /&gt;
===Late-game===&lt;br /&gt;
Late game tactical combat is often straightforward. You should plenty of Personal Disruptor Shields, Devastator Cannons and/or Toxiguns, and [[X-COM Disruptor Armor]] that you need to take out the enemy easily. When all you want to do is cause a lot of damage, swap toxiguns out for more Devastator Cannons, [[Dimension Missile Launcher]]s or even [[Entropy Launcher]]s as required. &lt;br /&gt;
&lt;br /&gt;
Bring the usual assortment of stun weapons to capture aliens you still need to research. Stun Grapples lose their edge as they have no effect against Personal Disrupter Shields, but will continue to work against unshielded aliens and are absolutely essential for capturing Micronoids. Stun Grenades and Mind Benders remain useful. &lt;br /&gt;
&lt;br /&gt;
If you stuck with the game long enough, you can reward yourself with the use of the [[Personal Teleporter]]. Teleporters are practically a cheat in Real Time, since they work instantaneously while the game is paused. This means you can pause at the precise moment before a projectile hits, or even while an explosive is detonating, and teleport your agent out of the way. Useful for avoiding missiles, instantly-getting into close proximity with enemies for quick kills, and escaping from any number of tricky situations or to explore areas previously only accessibly by flight. Note that they need time to recharge, so carry multiples or build a stack of them in a safe spot for quick refills. Be prepared for a lot of teleporter juggling.&lt;br /&gt;
&lt;br /&gt;
==Turn-Based==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Although you can fire dual weapons (alternately) with shift-click attacks, there&#039;s little value in dual wielding in TB as you do not get any TU cost reductions. Two-handed weapons should be fired with nothing in the other hand to increase accuracy; since moving things in your inventory is free you can just keep any secondary weapon in your backpack. This also means you can feel free to bring a stun grapple and equip it as necessary, but be careful of weight. &lt;br /&gt;
&lt;br /&gt;
Marsec M4000 Machine Guns and to a lesser extent the Lawpistol are very useful early game weapons thanks to their high rate of fire. Given an agent has a low enough max TU level, an auto shot will only cost 1TU for the M4000, or 2TU for the Lawpistol. Agents may often find it more effective to spend some TUS to run up to their enemy, switch to auto and fill enemies with bullets and not worry about accuracy. As accuracy is trained based on number of hits, machinegunners tend to train fast. &lt;br /&gt;
&lt;br /&gt;
Auto-cannons are very effective weapons in the early game because their explosive ammo is still quite effective in the hands of agents with poor accuracy. Auto-cannons maintain their effectiveness right through the game against two important enemies - Brainsuckers and Poppers. Auto-cannons are the only weapon that can effectively give reaction fire with explosive rounds, making them good for taking out Brainsuckers, Poppers and Hyperworms as they charge. Near-misses will often result in a kill. Your starting armor is very effective, so shooting HE at point blank range won&#039;t hurt too much (though switching to AP ammo is free anyway). The downside is that throwing explosives around will cause property damage, destroy artifacts and kill stunned aliens.&lt;br /&gt;
&lt;br /&gt;
AP, stun and smoke grenades should be standard issue for everyone. Grenades are great for low accuracy agents to get kills on Hyperworms and Brainsuckers. Stun grenades cause a lot more 1-hit KOs in TB mode, making them superior to AP grenades as a fallback. Drop smoke frequently to protect agents against return fire and to get closer with machine guns and stun grapples. A soldier can prime and drop a smoke grenade at their feet with 0 TUs, so an agent who finds himself in a vulnerable position at the end of a turn can give himself smoke cover.&lt;br /&gt;
&lt;br /&gt;
Equipping some Laser Sniper Guns in the hands of your high accuracy soldiers can work well, allowing them to kill enemies at long range, especially small enemies like Brainsuckers and Hyperworms. The downside is that their accuracy training is poor and their damage is easily the lowest in the game. Most combat in Apocalypse is short-to-medium range, so it&#039;s difficult for snipers to get good vantage points unless they fly (this has an accuracy penalty). Replace your Laser Sniper Guns with Plasma Guns as they become available; they&#039;re not quite as accurate, but they pack more punch and more ammo, making them much more effective against tougher aliens. &lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
&lt;br /&gt;
Once you research Toxiguns they&#039;ll become an important weapon in your arsenal. They have a mediocre accuracy of 40,15 points lower than the plasma pistol, but their fire rate more than makes up for it, surpassing the M4000. They should replace any M4000 Machine Guns and some Auto Cannons. Consider keeping some ACs around for their HE and IN ammo capability, preferably on Androids so they can&#039;t be used against you through psionics or brainsucking, or use mini launchers if you can afford them. Provided you research and manufacture Toxiguns as soon as possible you will find the alien Disruptor Gun little more than a side show.&lt;br /&gt;
&lt;br /&gt;
Heavy Launchers and Minilaunchers are useful weapons to pick up. A shot at a location can miss, but a shot at a unit will home and always hit. This makes Minilaunchers extremely useful for those shots you can&#039;t afford to miss like your last shot of the turn against a Popper, Brainsucker or Hyperworm swarm. Heavy launchers can fulfill the same role, but take more TUs to fire and are extremely bulky and heavy.&lt;br /&gt;
&lt;br /&gt;
Use Proximity Mines and Boomeroids for Brainsucker and Popper defence when you&#039;re camping a corridor or UFO entrance.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Disruptor armor will neatly solve your weight problems and allow even your lowest strength soldiers to be armed to the teeth. In TB your ability to charge up to a Megaspawn or Psimorph and toxigun it to death without it shooting back makes them considerably easier than in RT, such that even late game your most credible threats remain the lowly Brainsucker and Popper.&lt;br /&gt;
&lt;br /&gt;
Toxigun agents equipped with Teleporters make the rest of the game a joke. Despite the heavy TU cost, agents can teleport to alien spawn points and kill them on turn 1.&lt;br /&gt;
&lt;br /&gt;
==Androids and Hybrids==&lt;br /&gt;
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven&#039;t received adequate psionic training.&lt;br /&gt;
&lt;br /&gt;
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids&#039; high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids&#039; immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.&lt;br /&gt;
You can sometimes use androids as &amp;quot;bait&amp;quot; for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think)&lt;br /&gt;
&lt;br /&gt;
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid&#039;s strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid&#039;s high psionic defence is an asset even if you don&#039;t use offensive psionics much, and their proficiency with weapons is comparable to a human.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cloaking_Field_(Apocalypse)&amp;diff=107287</id>
		<title>Cloaking Field (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cloaking_Field_(Apocalypse)&amp;diff=107287"/>
		<updated>2022-04-21T10:39:18Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cloaking field is a large alien device found on some UFOs that provides a craft with protection from missiles. Specifically, while a craft is &amp;quot;cloaked&amp;quot; (visible as a partial-transparency effect), missiles targetting it will not turn. The &amp;quot;cloaking&amp;quot; effect drops for a short time whenever the cloaked craft fires weapons.&lt;br /&gt;
While Active, the Cloaking Field also severely reduces accuracy of beams and projecticles, similiar to the Personal Cloaking Field. Can be very costly in terms of City Damage, as most shots fired will go wild, spraying all over the place.&lt;br /&gt;
&lt;br /&gt;
While [[Alien Ships (Apocalypse)|UFO types]] 6, 7 and 8 make good use of the Cloaking Field against X-COM, the Cloaking Field&#039;s unwieldy size of 3x4 and its research prerequisite of the [[Large Disruption Shield]] make it rather difficult for X-COM to employ the device. Only the [[Hawk Air Warrior]], [[Bio-Trans]], [[Retaliator]] and [[Annihilator]] can equip a Cloaking Field, and all must give up 800 points worth of [[Small Disruption Shield|shielding]] for the privilege. Moreover, a typical fighter loadout of multiple beam weapons will render the cloak nearly useless, as the rapid fire rate of these weapons will prevent the cloak from re-engaging. Cloaking an unarmed [[Bio-Trans]] isn&#039;t the worst of ideas, but otherwise, shielding is generally superior.&lt;br /&gt;
&lt;br /&gt;
Tactics for engaging cloaked UFOs are simple - don&#039;t use missiles, since they won&#039;t work. Instead, use beam weapons such as the [[Lineage Plasma Cannon]] and [[Medium Disruptor Beam]].&lt;br /&gt;
&lt;br /&gt;
See [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] for information on when Cloaking Fields will begin to be used.&lt;br /&gt;
&lt;br /&gt;
An Annihilator with Cloaking Field is almost impervious to standard hoverbikes and hovercars You can use this to [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE|bait the defenders]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Missile Evasion Matrix (Apocalypse)|Missile Evasion Matrix]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jasonred79%27s_Guide_to_Making_Friends_with_Corporations_for_FREE&amp;diff=107286</id>
		<title>Jasonred79&#039;s Guide to Making Friends with Corporations for FREE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jasonred79%27s_Guide_to_Making_Friends_with_Corporations_for_FREE&amp;diff=107286"/>
		<updated>2022-04-21T10:35:09Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Aliens for Free===&lt;br /&gt;
&lt;br /&gt;
Having problems with groups that are hostile to you? Bribing Transtellar is a very short term solution and it doesn&#039;t address the basic problem that Transtellar likes the aliens and gets unhappy when you attack them.&lt;br /&gt;
&lt;br /&gt;
Instead the solution is to make Transtellar HATE the aliens, and suddenly, wow, all your problems are solved.&lt;br /&gt;
&lt;br /&gt;
The way to do this is, instead of being focused on shooting down all the aliens, what you could do instead is to taunt them with a hoverbike, make them shoot at you, then fly around in front of Transtellar&#039;s expensive buildings and then dodge and let the building get blown to bits. ... you will lose some score for damage to the city, but it will be EXTREMELY worth it.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think the wiki allows me to link to my youtube video of it, but try going to youtube and search for &amp;quot;X-com Apocalypse : &amp;quot;Making Friends&amp;quot; with Transtellar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This is the TRUE power of hoverbikes... quick and evasive, nothing beats a hoverbike for &amp;quot;standing in front of a building, taunting the aliens, and dodging and letting the building get hit instead&amp;quot;&lt;br /&gt;
&lt;br /&gt;
... Transtellar REALLY shouldn&#039;t think I&#039;m a nice guy for doing this trick, LOL!!!&lt;br /&gt;
&lt;br /&gt;
BTW, I took a look at Transtellar&#039;s bank balance on a daily basis after this destruction, and it cost them upwards of a million dollars to repair that damage... hahaha...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacrificing Hoverbikes to the Cult Of Sirius===&lt;br /&gt;
&lt;br /&gt;
It turns out that the COS temple defending aircraft aren&#039;t very good shots, and they can&#039;t easily hit a hoverbike... even a stationary hoverbike. So, you can just park a hoverbike next to a corporation, and their planes will fire missiles and miss and blow up the building. Be warned that there are certain sweet spots that enemies find very difficult to hit, and other spots and situations where enemies find it relatively easy to land hits.&lt;br /&gt;
&lt;br /&gt;
Be prepared to lose your hoverbikes in this way. It&#039;s quite possible to have them survive the experience though. Anyhow, this is (usually) a lot cheaper than outright paying bribes to the corporations.&lt;br /&gt;
&lt;br /&gt;
Not allowed to direct link to youtube, but look up &amp;quot;X-com Apocalypse: Making COS public enemy #1&amp;quot; and &amp;quot;X-com Apocalypse : Baiting Cityscape Defenders&amp;quot; under Jason Leong&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luxury Baiting===&lt;br /&gt;
&lt;br /&gt;
This is probably pointless, because it is only possible in the late late game, and there&#039;s no real need to do so, unless you just feel like torturing the COS. Anyhow, turns out that Annihilator&#039;s are so heavily armored that autocannons and Bolters will barely scratch them. And missiles won&#039;t really lock onto them if you have a Cloaking Field attached. ... so, you can attach a cloaking device WITH NO SHIELDS onto your annihilator (the shields would get destroyed), or maybe even 2 Cloaking Fields or maybe a teleporter. Fire a shot into a COS temple, and then just park in front of some target organization  and let them fire away. The stray missiles will damage the building structure.&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107285</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107285"/>
		<updated>2022-04-21T08:46:07Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Battleship ex nihilo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well ...And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
===Rendor Plasma Shot Undercount===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
===Is that base yours?===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
===Battleship &#039;&#039;ex nihilo&#039;&#039;===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
If you shoot down both battleships, the game counter will deduct 2 battleships from the existing 1, and you will get -1 (65535) battleships in the alien dimension. Fortunately, this doesn&#039;t crash the game, instead the next battleship generated will increase the count to 0, and the one after that back to 1.&lt;br /&gt;
&lt;br /&gt;
===Time Lapse===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
===Crazy Transportation===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
===No Music===&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
There are 4 ways of solving this:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
===UFO Incursion: Battle Music===&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
&#039;&#039;&#039;CD Serials: MEG256T001-0001-0001-02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine! Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug&#039;&#039;&#039;: the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to he vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go &amp;lt;u&amp;gt;park/land&amp;lt;/u&amp;gt; at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will &#039;remember&#039; briefly what it was carrying (usually brainsucker launchers).&amp;lt;br&amp;gt;&lt;br /&gt;
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn&#039;t matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.&amp;lt;br&amp;gt;&lt;br /&gt;
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into the cargo module in a vehicle that was not at all involved with this first mission! To &#039;&#039;properly recover&#039;&#039; the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: &amp;quot;Items from tactical combat zone have arrived: Base 1&amp;quot; ...your brainsucker launchers! (it gets weird now) &amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle with the cargo module has got the launchers &#039;stuck&#039; in it. You can move the module to another vehicle (save the game now to support this explanation) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are &#039;stuck&#039; somewhere in the cargo module and uses zero space!.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle Limit===&lt;br /&gt;
There is a maximum number of vehicles that are allowed exist at any time. Sometimes vehicles are &amp;quot;pre-generated&amp;quot; for instance illegal flyers. If there are too many vehicles around, no more can be generated. This can be taken exploited slightly in the case of illegal flyers or if Xcom decides to destroy the city, if you max out the number of vehicles, the defending units will not be generated and it will turn into a one sided destruction of property&lt;br /&gt;
&lt;br /&gt;
===UFO fails to crash properly===&lt;br /&gt;
There are 2 types of issues here. &amp;lt;br&amp;gt;&lt;br /&gt;
First is when the UFO crashes, but it&#039;s clipping a building and your craft can&#039;t land on it to start the mission. Hitting the superspeed time button will teleport your craft onto it and start the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
Second is when the UFO won&#039;t crash land at all. Usually because it can&#039;t find a nice level patch of ground to crash on, for the big UFOs like mothership or battleship. You can fix this by manually clearing out a landing spot nearby for it, by setting a ship to manual control and blasting out a patch of ground for it.&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
=== Psychotic Agents ===&lt;br /&gt;
An armed agent that has been given a target (RMB on any hostile non-X-Com unit) and then given a [[Forced-Fire command|Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire]] to shoot something or someone else (but not the RMB target), the agent will not fire on your force-fire target, but will shoot at the RMB targeted unit instead if it is in line-of-sight ...and will not stop until the target is dead or the line of sight to the target is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent, or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) to the RMB target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Pathway Indecision===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If Transtellar is hostile, technical personel (scientists and engineers, but not agents) will not be provided a vehicle for transport and are forced to walk to the X-Com base. Any people tubes destroyed between the start position (the building this new person is leaving to join X-Com) and the destination (the base), will halt their building-to-building movement. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new person is forced to stop moving through at a building (no further progress since tube is missing), they will remain there and will not move (even with ultra-speed timescale) or with improved relations in the future with Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent the new hire from being forced to stop at anythim during their foot journey: use ultra-fast time momentarily (spacebar = pause).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by vehicle.&lt;br /&gt;
===Visual Delays===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
===Invisible Large Aliens===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
===Item Limits===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
===Unit Limit===&lt;br /&gt;
Similiarly, there is a limit on the number of units that can be on the battlefield at the same time. This causes some weird things, such as units or aliens not spawning, and brainpoppers sometimes &amp;quot;staying dormant&amp;quot; until enough units die for them to be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch.  &lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
===Aliens Non Spawn In Larger UFOs===&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&amp;lt;br&amp;gt;&lt;br /&gt;
This issue happens because of 2 reasons:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&amp;lt;br&amp;gt;&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&amp;lt;br&amp;gt;&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
===Marsec Dimension Probe===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
====Hotel California====&lt;br /&gt;
Superhuman: foot movement via connected people tube from S.E.L.F.:Angel Heart Heights northwards is not possile.&lt;br /&gt;
&lt;br /&gt;
=Learning A.I.=&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107284</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107284"/>
		<updated>2022-04-21T08:43:41Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: When UFOs are too dumb to even hit the ground properly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well ...And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
===Rendor Plasma Shot Undercount===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
===Is that base yours?===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
===Battleship &#039;&#039;ex nihilo&#039;&#039;===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
===Time Lapse===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
===Crazy Transportation===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
===No Music===&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
There are 4 ways of solving this:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
===UFO Incursion: Battle Music===&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
&#039;&#039;&#039;CD Serials: MEG256T001-0001-0001-02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine! Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug&#039;&#039;&#039;: the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to he vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go &amp;lt;u&amp;gt;park/land&amp;lt;/u&amp;gt; at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will &#039;remember&#039; briefly what it was carrying (usually brainsucker launchers).&amp;lt;br&amp;gt;&lt;br /&gt;
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn&#039;t matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.&amp;lt;br&amp;gt;&lt;br /&gt;
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into the cargo module in a vehicle that was not at all involved with this first mission! To &#039;&#039;properly recover&#039;&#039; the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: &amp;quot;Items from tactical combat zone have arrived: Base 1&amp;quot; ...your brainsucker launchers! (it gets weird now) &amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle with the cargo module has got the launchers &#039;stuck&#039; in it. You can move the module to another vehicle (save the game now to support this explanation) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are &#039;stuck&#039; somewhere in the cargo module and uses zero space!.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle Limit===&lt;br /&gt;
There is a maximum number of vehicles that are allowed exist at any time. Sometimes vehicles are &amp;quot;pre-generated&amp;quot; for instance illegal flyers. If there are too many vehicles around, no more can be generated. This can be taken exploited slightly in the case of illegal flyers or if Xcom decides to destroy the city, if you max out the number of vehicles, the defending units will not be generated and it will turn into a one sided destruction of property&lt;br /&gt;
&lt;br /&gt;
===UFO fails to crash properly===&lt;br /&gt;
There are 2 types of issues here. &amp;lt;br&amp;gt;&lt;br /&gt;
First is when the UFO crashes, but it&#039;s clipping a building and your craft can&#039;t land on it to start the mission. Hitting the superspeed time button will teleport your craft onto it and start the mission.&amp;lt;br&amp;gt;&lt;br /&gt;
Second is when the UFO won&#039;t crash land at all. Usually because it can&#039;t find a nice level patch of ground to crash on, for the big UFOs like mothership or battleship. You can fix this by manually clearing out a landing spot nearby for it, by setting a ship to manual control and blasting out a patch of ground for it.&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
=== Psychotic Agents ===&lt;br /&gt;
An armed agent that has been given a target (RMB on any hostile non-X-Com unit) and then given a [[Forced-Fire command|Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire]] to shoot something or someone else (but not the RMB target), the agent will not fire on your force-fire target, but will shoot at the RMB targeted unit instead if it is in line-of-sight ...and will not stop until the target is dead or the line of sight to the target is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent, or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) to the RMB target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Pathway Indecision===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If Transtellar is hostile, technical personel (scientists and engineers, but not agents) will not be provided a vehicle for transport and are forced to walk to the X-Com base. Any people tubes destroyed between the start position (the building this new person is leaving to join X-Com) and the destination (the base), will halt their building-to-building movement. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new person is forced to stop moving through at a building (no further progress since tube is missing), they will remain there and will not move (even with ultra-speed timescale) or with improved relations in the future with Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent the new hire from being forced to stop at anythim during their foot journey: use ultra-fast time momentarily (spacebar = pause).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by vehicle.&lt;br /&gt;
===Visual Delays===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
===Invisible Large Aliens===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
===Item Limits===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
===Unit Limit===&lt;br /&gt;
Similiarly, there is a limit on the number of units that can be on the battlefield at the same time. This causes some weird things, such as units or aliens not spawning, and brainpoppers sometimes &amp;quot;staying dormant&amp;quot; until enough units die for them to be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch.  &lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
===Aliens Non Spawn In Larger UFOs===&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&amp;lt;br&amp;gt;&lt;br /&gt;
This issue happens because of 2 reasons:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&amp;lt;br&amp;gt;&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&amp;lt;br&amp;gt;&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
===Marsec Dimension Probe===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
====Hotel California====&lt;br /&gt;
Superhuman: foot movement via connected people tube from S.E.L.F.:Angel Heart Heights northwards is not possile.&lt;br /&gt;
&lt;br /&gt;
=Learning A.I.=&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=107281</id>
		<title>Difficulty Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=107281"/>
		<updated>2022-04-21T06:59:29Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: My bad. I&amp;#039;m unclear how exactly this works, after all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;X-COM: Apocalypse&#039;&#039; has 5 difficulty levels, from Novice to Superhuman. Like the previous games, the difficulty levels modify aliens&#039; stats, but they also alter your initial cash and funding levels, the city map and the alien technology levels. &lt;br /&gt;
&lt;br /&gt;
==Unit Stats==&lt;br /&gt;
&lt;br /&gt;
All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice. For more information on this, see [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|here]].&lt;br /&gt;
&lt;br /&gt;
==Starting Money and Funding==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;50%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Difficulty Level&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Starting Funding&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weekly Income&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;92000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;89000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;83000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The base weekly income is modified each week depending on your last weeks total score and becomes the new base funding amount.&lt;br /&gt;
&lt;br /&gt;
The government itself earns money each week (from income tax?). The government&#039;s income seems to rise in tandem with X-com&#039;s rise in income? The government has to pay for repairs to the city, so damage to the city will reduce it&#039;s current cash, when the clock goes past 23:59 to the new day, repairs are done to the cityscape and whoever pays for the repairs will have that day&#039;s repair bill deducted from their current cash.. The government will never give more than half its current balance (after adding it&#039;s weekly income) to X-COM as income.In fact, if the government is short on cash, it will reduce X-com&#039;s BASE funding amount. For example, say X-com has an income of 500,000 per week. but due to the government losing a ton of cash, they can only afford to pay you 100,000. The government will lower X-com&#039;s income to 100,000 a week. Even if the government returns to having 5 million next week, this 100,000 income level stays, and will be the new baseline that will,for example, be multiplied by 120% if you get above 6400 score the next week.&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM funding will also be terminated if the government ENDS THE WEEK in the hostile state for any reason. (so if you mess up and get the government hostile to you, as long as you can bribe or get them out of hostile status before sunday evening, you are Gucchi)  &#039;&#039;&#039;The decision to terminate is irrevocable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
! Weekly score !! Base Funding Change (%)&lt;br /&gt;
|-&lt;br /&gt;
| 12801 || 25.00&lt;br /&gt;
|-&lt;br /&gt;
| 6401 || 20.00&lt;br /&gt;
|-&lt;br /&gt;
| 3201 || 12.50&lt;br /&gt;
|-&lt;br /&gt;
| 1601 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;8.33&lt;br /&gt;
|-&lt;br /&gt;
| 801 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;6.25&lt;br /&gt;
|-&lt;br /&gt;
| 401 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;5.00&lt;br /&gt;
|-&lt;br /&gt;
| -1 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.66&lt;br /&gt;
|-&lt;br /&gt;
| -401 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;10.00&lt;br /&gt;
|-&lt;br /&gt;
| -801 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;20.00&lt;br /&gt;
|-&lt;br /&gt;
| -1600 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;25.00&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Source: Roger Wong&#039;s Game Guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==City Maps==&lt;br /&gt;
&lt;br /&gt;
Each difficulty level has its own city map. The higher the level the bigger the map will be. In addition to this, the larger maps also contain more potential for destruction via chain reaction - for example, if one of your craft hits a [[Transtellar]] &amp;quot;people tube&amp;quot;, the collapsing segments will cause a significant amount of damage to the city (lowering your score and negatively affecting [[Relations (Apocalypse)|relations]]). Likewise, at the higher difficulty levels many buildings can be completely destroyed with just a shot or two to the right spot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_1_citymap1.png|100 px|Novice]]&lt;br /&gt;
[[Image:Apoc_2_citymap2.png|100 px|Easy]]&lt;br /&gt;
[[Image:Apoc_3_citymap3.png|100 px|Medium]]&lt;br /&gt;
[[Image:Apoc_4_citymap4.png|100 px|Hard]]&lt;br /&gt;
[[Image:Apoc_5_citymap5.png|100 px|Superhuman]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Organization Friendliness==&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s interactions with other [[Organizations]] become more difficult as difficulty rises:&lt;br /&gt;
&lt;br /&gt;
*Organizations&#039; starting attitude is improved by 5% on Easy, but worsened by 5% on Hard and 10% on Superhuman. This can result in the [[Mutant Alliance]] and [[S.E.L.F.]] initially refusing recruits on Superhuman difficulty.&lt;br /&gt;
*The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman)&lt;br /&gt;
*The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman)&lt;br /&gt;
&lt;br /&gt;
==Alien Technology==&lt;br /&gt;
&lt;br /&gt;
The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as [[Devastator Cannon]]s or [[Large Disruption Shield (Apocalypse)|Large Disruption Shields]]. For more information check the specific page dealing with alien technology levels. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
* [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=107279</id>
		<title>Difficulty Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&amp;diff=107279"/>
		<updated>2022-04-21T06:01:59Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Starting Money and Funding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;X-COM: Apocalypse&#039;&#039; has 5 difficulty levels, from Novice to Superhuman. Like the previous games, the difficulty levels modify aliens&#039; stats, but they also alter your initial cash and funding levels, the city map and the alien technology levels. &lt;br /&gt;
&lt;br /&gt;
==Unit Stats==&lt;br /&gt;
&lt;br /&gt;
All enemy units, civilians and Security Station turrets have their stats increased on difficulties above Novice. For more information on this, see [[Unit_Stats_(Apocalypse)#Difficulty Adjustment|here]].&lt;br /&gt;
&lt;br /&gt;
==Starting Money and Funding==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;50%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Difficulty Level&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Starting Funding&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weekly Income&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;92000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;89000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;86000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;83000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The base weekly income is modified each week depending on your last weeks total score and becomes the new base funding amount.&lt;br /&gt;
&lt;br /&gt;
The government itself earns money each week (from income tax?). The government&#039;s income seems to rise in tandem with X-com&#039;s rise in income? The government has to pay for repairs to the city, so damage to the city will reduce it&#039;s current cash, when the clock goes past 23:59 to the new day, repairs are done to the cityscape and whoever pays for the repairs will have that day&#039;s repair bill deducted from their current cash.. The government will never give more than half its current balance (after adding it&#039;s weekly income) to X-COM as income.In fact, if the government is short on cash, it will reduce X-com&#039;s BASE funding amount. For example, say X-com has an income of 500,000 per week. but due to the government losing a ton of cash, they can only afford to pay you 100,000. The government will lower X-com&#039;s income to 100,000 a week. Even if the government returns to having 5 million next week, this 100,000 income level stays, and will be the new baseline that will,for example, be multiplied by 120% if you get above 6400 score the next week.&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM funding will also be terminated if the government ENDS THE WEEK in the hostile state for any reason. (so if you mess up and get the government hostile to you, as long as you can bribe or get them out of hostile status before sunday evening, you are Gucchi)  &#039;&#039;&#039;The decision to terminate is irrevocable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It appears that the government&#039;s weekly income scales in tandem with X-com&#039;s weekly income, so the government should usually have enough money to pay X-com&#039;s salary increases due to good performance. They should theoratically only be short on cash if there was massive damage to the city or they got raided badly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;text-align: right&amp;quot;&lt;br /&gt;
! Weekly score !! Base Funding Change (%)&lt;br /&gt;
|-&lt;br /&gt;
| 12801 || 25.00&lt;br /&gt;
|-&lt;br /&gt;
| 6401 || 20.00&lt;br /&gt;
|-&lt;br /&gt;
| 3201 || 12.50&lt;br /&gt;
|-&lt;br /&gt;
| 1601 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;8.33&lt;br /&gt;
|-&lt;br /&gt;
| 801 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;6.25&lt;br /&gt;
|-&lt;br /&gt;
| 401 || &amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;5.00&lt;br /&gt;
|-&lt;br /&gt;
| -1 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;6.66&lt;br /&gt;
|-&lt;br /&gt;
| -401 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;10.00&lt;br /&gt;
|-&lt;br /&gt;
| -801 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;20.00&lt;br /&gt;
|-&lt;br /&gt;
| -1600 || -&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;25.00&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Source: Roger Wong&#039;s Game Guide&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==City Maps==&lt;br /&gt;
&lt;br /&gt;
Each difficulty level has its own city map. The higher the level the bigger the map will be. In addition to this, the larger maps also contain more potential for destruction via chain reaction - for example, if one of your craft hits a [[Transtellar]] &amp;quot;people tube&amp;quot;, the collapsing segments will cause a significant amount of damage to the city (lowering your score and negatively affecting [[Relations (Apocalypse)|relations]]). Likewise, at the higher difficulty levels many buildings can be completely destroyed with just a shot or two to the right spot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_1_citymap1.png|100 px|Novice]]&lt;br /&gt;
[[Image:Apoc_2_citymap2.png|100 px|Easy]]&lt;br /&gt;
[[Image:Apoc_3_citymap3.png|100 px|Medium]]&lt;br /&gt;
[[Image:Apoc_4_citymap4.png|100 px|Hard]]&lt;br /&gt;
[[Image:Apoc_5_citymap5.png|100 px|Superhuman]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Organization Friendliness==&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s interactions with other [[Organizations]] become more difficult as difficulty rises:&lt;br /&gt;
&lt;br /&gt;
*Organizations&#039; starting attitude is improved by 5% on Easy, but worsened by 5% on Hard and 10% on Superhuman. This can result in the [[Mutant Alliance]] and [[S.E.L.F.]] initially refusing recruits on Superhuman difficulty.&lt;br /&gt;
*The relations penalty for an unwarranted investigation (no hostiles found) is increased (~2x from Novice to Superhuman)&lt;br /&gt;
*The amount of money demanded for an increase in relations is sharply increased (~8-9x from Novice to Superhuman)&lt;br /&gt;
&lt;br /&gt;
==Alien Technology==&lt;br /&gt;
&lt;br /&gt;
The higher the level the quicker the aliens will bring their most advanced weapons and equipment to the battlefield, such as [[Devastator Cannon]]s or [[Large Disruption Shield (Apocalypse)|Large Disruption Shields]]. For more information check the specific page dealing with alien technology levels. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
* [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Ship_Combat_(Apocalypse)&amp;diff=107277</id>
		<title>Talk:Alien Ship Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Ship_Combat_(Apocalypse)&amp;diff=107277"/>
		<updated>2022-04-21T05:36:17Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Blocking the Dimension Gates ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t get this to work. Anyone have any luck doing so? It seems to me that, just before the aliens arrive, the dimension gates will move to a different spot. Thus, barricading their OLD location seems useless, since the alien ships will spawn somewhere else.&lt;br /&gt;
&lt;br /&gt;
I feel like the post is a fake tip, and I&#039;m tempted to delete it.&lt;br /&gt;
&lt;br /&gt;
No, its works and it is my prefered tactic to shoot down an Escort Ship before it speeds away to escape.&lt;br /&gt;
Correct:&lt;br /&gt;
:&amp;quot;...the dimension gates will move to a different spot.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
exactly why i wrote:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;...gate so nothing can escape...&amp;quot;&lt;br /&gt;
&amp;quot;..the (trying to) escaping UFO quickly...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
escape: means that is already is present in the cityscape and you are going to block the gate to prevent &#039;&#039;&#039;escape&#039;&#039;&#039; of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 05:21, 19 April 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
thank goodness I ASKED this time instead of going straight to deletion!!! ... I thought that you meant that they can&#039;t get out of the gate and wreck the city. My bad. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 05:33, 19 April 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
Thats ok, LOL. How you like Apoc&#039;D? Use Apatcher also, ...to change the UFO frequency to 0 (zero). ---thats--- when the fun starts!!&lt;br /&gt;
&lt;br /&gt;
What does that do? :O&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=107276</id>
		<title>Advanced Control System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=107276"/>
		<updated>2022-04-21T05:26:29Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An X-COM developed accuracy module on (brain)steroids.&lt;br /&gt;
&lt;br /&gt;
A Weapon Control Module can give extra accuracy to guided projectiles. The space requirement for the advanced weapon control is 2x2, so it&#039;s best suited for large vehicles.&lt;br /&gt;
&lt;br /&gt;
This is the most effective control system available and outclasses all previous modules when stacked as well. It&#039;s the best one to use on the Hovercar and its limited slots.&lt;br /&gt;
&lt;br /&gt;
Weapon Control Modules are possibly &amp;quot;less effective&amp;quot; with beam and projectile weapons as, even though the accuracy is increased, your craft will usually not aim ahead but shoot at the current position of the UFO, therefore the shot will most of the time miss unless you position your craft correctly instead of just giving them the target command and letting them do their own thing.&lt;br /&gt;
Either that, or the craft will try to fire at the spot that the UFO will be &amp;quot;if it keeps going in a straight line&amp;quot;. I have managed to land quite a number of long distance shots on moving UFOs in the alien dimension. ... within the confines of the cityscape however, UFOs will almost always make multiple turns and erratic movements, which will throw off shots.&lt;br /&gt;
&lt;br /&gt;
However, once in the correct position, the Weapon Control Module will be able to minimize stray shots that level the city, as long as you are not on the highest altitude shooting downwards. In combination with a Stasis Bomb this effect is immensly increased as well.&lt;br /&gt;
&lt;br /&gt;
It also makes the Manual Craft Control (press M) more accurate on the beam and projectile weapons, allowing you to destroy downed UFOs without missing a shot and hitting the ground or a nearby building, which would reduce relations to the organization owning the property. Or allow you to properly only destroy a certain building without a stray shot hitting a different organizations property.&lt;br /&gt;
&lt;br /&gt;
On missile weapons the effect is similar, by providing a more accurate initial shot it reduces the chance of the homing missile having to turn around to hit the UFO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value Stacking ==&lt;br /&gt;
&lt;br /&gt;
The abilities of the weapon control modules can be stacked, however every additional module will have its accuracy reduced incrementally more for every module that is installed. The N&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; module will have its power divided by N. This is known as a [https://en.wikipedia.org/wiki/Harmonic_series_(mathematics) Harmonic Series].&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* 1st module: 30% (30% / 1)&lt;br /&gt;
* 2nd module: 15% (30% / 2) with both modules adding 45% accuracy to the vehicle&lt;br /&gt;
* 3rd module: 10% (30% / 3) with all three modules adding 55% accuracy to the vehicle&lt;br /&gt;
* 4th module: 7.5% (30% / 4) with all four module adding 62% (62.5% rounded down) accuracy to the vehicle&lt;br /&gt;
&lt;br /&gt;
The fractions are rounded down to an integer. If mixing weapon control sizes, the larger sizes are considered first in the formula.&lt;br /&gt;
&lt;br /&gt;
In short, the more modules of the same type that are installed beyond the first 2 reduce the overall effectiveness of the accuracy boost.&lt;br /&gt;
&lt;br /&gt;
== Cloaking Field ==&lt;br /&gt;
&lt;br /&gt;
Active cloaking fields appear to reduce FINAL accuracy by a large amount, similiar to the Personal Cloaking Field. Even craft with massive amounts of stacked Advanced Control Systems will fire wild shots when trying to hit a cloaked Escort Ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cloaking_Field_(Apocalypse)&amp;diff=107274</id>
		<title>Cloaking Field (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cloaking_Field_(Apocalypse)&amp;diff=107274"/>
		<updated>2022-04-21T05:14:57Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cloaking field is a large alien device found on some UFOs that provides a craft with protection from missiles. Specifically, while a craft is &amp;quot;cloaked&amp;quot; (visible as a partial-transparency effect), missiles targetting it will not turn. The &amp;quot;cloaking&amp;quot; effect drops for a short time whenever the cloaked craft fires weapons.&lt;br /&gt;
While Active, the Cloaking Field also severely reduces accuracy of beams and projecticles, similiar to the Personal Cloaking Field. Can be very costly in terms of City Damage, as most shots fired will go wild, spraying all over the place.&lt;br /&gt;
&lt;br /&gt;
While [[Alien Ships (Apocalypse)|UFO types]] 6, 7 and 8 make good use of the Cloaking Field against X-COM, the Cloaking Field&#039;s unwieldy size of 3x4 and its research prerequisite of the [[Large Disruption Shield]] make it rather difficult for X-COM to employ the device. Only the [[Hawk Air Warrior]], [[Bio-Trans]], [[Retaliator]] and [[Annihilator]] can equip a Cloaking Field, and all must give up 800 points worth of [[Small Disruption Shield|shielding]] for the privilege. Moreover, a typical fighter loadout of multiple beam weapons will render the cloak nearly useless, as the rapid fire rate of these weapons will prevent the cloak from re-engaging. Cloaking an unarmed [[Bio-Trans]] isn&#039;t the worst of ideas, but otherwise, shielding is generally superior.&lt;br /&gt;
&lt;br /&gt;
Tactics for engaging cloaked UFOs are simple - don&#039;t use missiles, since they won&#039;t work. Instead, use beam weapons such as the [[Lineage Plasma Cannon]] and [[Medium Disruptor Beam]].&lt;br /&gt;
&lt;br /&gt;
See [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] for information on when Cloaking Fields will begin to be used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Missile Evasion Matrix (Apocalypse)|Missile Evasion Matrix]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Alien Artifacts (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107273</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107273"/>
		<updated>2022-04-20T13:17:18Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Unit Limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well ...And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
===Rendor Plasma Shot Undercount===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
===Is that base yours?===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
===Battleship &#039;&#039;ex nihilo&#039;&#039;===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
===Time Lapse===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
===Crazy Transportation===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
===No Music===&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
There are 4 ways of solving this:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
===UFO Incursion: Battle Music===&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
&#039;&#039;&#039;CD Serials: MEG256T001-0001-0001-02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine! Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug&#039;&#039;&#039;: the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to he vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go &amp;lt;u&amp;gt;park/land&amp;lt;/u&amp;gt; at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will &#039;remember&#039; briefly what it was carrying (usually brainsucker launchers).&amp;lt;br&amp;gt;&lt;br /&gt;
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn&#039;t matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.&amp;lt;br&amp;gt;&lt;br /&gt;
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into the cargo module in a vehicle that was not at all involved with this first mission! To &#039;&#039;properly recover&#039;&#039; the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: &amp;quot;Items from tactical combat zone have arrived: Base 1&amp;quot; ...your brainsucker launchers! (it gets weird now) &amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle with the cargo module has got the launchers &#039;stuck&#039; in it. You can move the module to another vehicle (save the game now to support this explanation) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are &#039;stuck&#039; somewhere in the cargo module and uses zero space!.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle Limit===&lt;br /&gt;
There is a maximum number of vehicles that are allowed exist at any time. Sometimes vehicles are &amp;quot;pre-generated&amp;quot; for instance illegal flyers. If there are too many vehicles around, no more can be generated. This can be taken exploited slightly in the case of illegal flyers or if Xcom decides to destroy the city, if you max out the number of vehicles, the defending units will not be generated and it will turn into a one sided destruction of property&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
=== Psychotic Agents ===&lt;br /&gt;
An armed agent that has been given a target (RMB on any hostile non-X-Com unit) and then given a [[Forced-Fire command|Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire]] to shoot something or someone else (but not the RMB target), the agent will not fire on your force-fire target, but will shoot at the RMB targeted unit instead if it is in line-of-sight ...and will not stop until the target is dead or the line of sight to the target is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent, or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) to the RMB target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Pathway Indecision===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If Transtellar is hostile, technical personel (scientists and engineers, but not agents) will not be provided a vehicle for transport and are forced to walk to the X-Com base. Any people tubes destroyed between the start position (the building this new person is leaving to join X-Com) and the destination (the base), will halt their building-to-building movement. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new person is forced to stop moving through at a building (no further progress since tube is missing), they will remain there and will not move (even with ultra-speed timescale) or with improved relations in the future with Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent the new hire from being forced to stop at anythim during their foot journey: use ultra-fast time momentarily (spacebar = pause).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by vehicle.&lt;br /&gt;
===Visual Delays===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
===Invisible Large Aliens===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
===Item Limits===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
===Unit Limit===&lt;br /&gt;
Similiarly, there is a limit on the number of units that can be on the battlefield at the same time. This causes some weird things, such as units or aliens not spawning, and brainpoppers sometimes &amp;quot;staying dormant&amp;quot; until enough units die for them to be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch.  &lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
===Aliens Non Spawn In Larger UFOs===&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&amp;lt;br&amp;gt;&lt;br /&gt;
This issue happens because of 2 reasons:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&amp;lt;br&amp;gt;&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&amp;lt;br&amp;gt;&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
===Marsec Dimension Probe===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
====Hotel California====&lt;br /&gt;
Superhuman: foot movement via connected people tube from S.E.L.F.:Angel Heart Heights northwards is not possile.&lt;br /&gt;
&lt;br /&gt;
=Learning A.I.=&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107272</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107272"/>
		<updated>2022-04-20T13:14:30Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Vechicle Limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&gt;
=Cityscape=&lt;br /&gt;
===Firing Infatuated Agents===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well ...And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
===Rendor Plasma Shot Undercount===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
===Is that base yours?===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&lt;br /&gt;
===Battleship &#039;&#039;ex nihilo&#039;&#039;===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
===Time Lapse===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&lt;br /&gt;
===Crazy Transportation===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
===No Music===&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
There are 4 ways of solving this:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
===UFO Incursion: Battle Music===&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
&#039;&#039;&#039;CD Serials: MEG256T001-0001-0001-02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine! Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug&#039;&#039;&#039;: the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to he vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go &amp;lt;u&amp;gt;park/land&amp;lt;/u&amp;gt; at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will &#039;remember&#039; briefly what it was carrying (usually brainsucker launchers).&amp;lt;br&amp;gt;&lt;br /&gt;
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn&#039;t matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.&amp;lt;br&amp;gt;&lt;br /&gt;
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into the cargo module in a vehicle that was not at all involved with this first mission! To &#039;&#039;properly recover&#039;&#039; the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: &amp;quot;Items from tactical combat zone have arrived: Base 1&amp;quot; ...your brainsucker launchers! (it gets weird now) &amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle with the cargo module has got the launchers &#039;stuck&#039; in it. You can move the module to another vehicle (save the game now to support this explanation) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are &#039;stuck&#039; somewhere in the cargo module and uses zero space!.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Vehicle Limit===&lt;br /&gt;
There is a maximum number of vehicles that are allowed exist at any time. Sometimes vehicles are &amp;quot;pre-generated&amp;quot; for instance illegal flyers. If there are too many vehicles around, no more can be generated. This can be taken exploited slightly in the case of illegal flyers or if Xcom decides to destroy the city, if you max out the number of vehicles, the defending units will not be generated and it will turn into a one sided destruction of property&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
=== Psychotic Agents ===&lt;br /&gt;
An armed agent that has been given a target (RMB on any hostile non-X-Com unit) and then given a [[Forced-Fire command|Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire]] to shoot something or someone else (but not the RMB target), the agent will not fire on your force-fire target, but will shoot at the RMB targeted unit instead if it is in line-of-sight ...and will not stop until the target is dead or the line of sight to the target is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent, or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) to the RMB target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
===Pathway Indecision===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
===Travelling In Time===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
===Unreliable People Tubes===&lt;br /&gt;
If Transtellar is hostile, technical personel (scientists and engineers, but not agents) will not be provided a vehicle for transport and are forced to walk to the X-Com base. Any people tubes destroyed between the start position (the building this new person is leaving to join X-Com) and the destination (the base), will halt their building-to-building movement. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new person is forced to stop moving through at a building (no further progress since tube is missing), they will remain there and will not move (even with ultra-speed timescale) or with improved relations in the future with Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent the new hire from being forced to stop at anythim during their foot journey: use ultra-fast time momentarily (spacebar = pause).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by vehicle.&lt;br /&gt;
===Visual Delays===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
===Unlimited Flying Stamina===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
===Visible Movements===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
===Invisible Large Aliens===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
===Item Limits===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch.  &lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
===Aliens Non Spawn In Larger UFOs===&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&amp;lt;br&amp;gt;&lt;br /&gt;
This issue happens because of 2 reasons:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&amp;lt;br&amp;gt;&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&amp;lt;br&amp;gt;&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
===Marsec Dimension Probe===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
====Hotel California====&lt;br /&gt;
Superhuman: foot movement via connected people tube from S.E.L.F.:Angel Heart Heights northwards is not possile.&lt;br /&gt;
&lt;br /&gt;
=Learning A.I.=&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107270</id>
		<title>Tactical Combat Missions (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107270"/>
		<updated>2022-04-20T12:43:49Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain [[Cityscape_Fighting_(Apocalypse)|Alien actions]] within Mega-Primus.&#039;&#039;&#039;&lt;br /&gt;
=In General=&lt;br /&gt;
* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.&lt;br /&gt;
* If choosing to flee the battle or to possibly limit losing too many agents, it is possible to terminate the mission. Press escape key (ESC) and if the message is: &amp;quot;0 Units Lost&amp;quot;, click OK to safely end the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, &#039;missing in action&#039;. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.&lt;br /&gt;
* Recovery of dropped items, alien lifeforms, unconscious X-Com agents can only commence after &#039;&#039;&#039;successful&#039;&#039;&#039; completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.&lt;br /&gt;
* Any unconscious unit will be prevented from becoming active again if any unit is standing on them.&lt;br /&gt;
* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the mix and quantity of aliens, civilians, building security (cultists, gangsters, police and guards), and X-Com units. The maximum size of any tactical battlescape map is 3x3, made up of different sized segments.&lt;br /&gt;
* The lesser the population, the smaller the map!&lt;br /&gt;
* Battlescape damage and [[Marsec_High_Explosive|destruction]] of map features such as stairs, ramps, floors around grav-lifts can trap entities. [[Power_Sword|Digging]] a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point. &lt;br /&gt;
* Battlescape damage to a building, trees, road, etc. will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; be blamed on X-Com, irrelevant who is repsonsible.&lt;br /&gt;
=Infested Already!=&lt;br /&gt;
At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a security force somewhere finds evidence of aliens within their buildings. An &amp;quot;Alien Detected&amp;quot; alert will be issued and is displayed for X-Com&#039;s immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!&amp;lt;br&amp;gt;&lt;br /&gt;
=====Notes=====&lt;br /&gt;
* There is no way of knowing which organisation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor the decrease in [[Relations_(Apocalypse)|relations]] of such actions, however, searching (or internally damaging) your own building has no negative effects... and you might detect aliens!&lt;br /&gt;
* The &#039;alien detected&#039; alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present [[Alien_Infiltration_(Apocalypse)#Infiltration_Graph|may not]].&lt;br /&gt;
===First Assault===&lt;br /&gt;
The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don&#039;t Get Hurt!&lt;br /&gt;
====Dangerous====&lt;br /&gt;
Brainsuckers!!&amp;lt;br&amp;gt;&lt;br /&gt;
Use all agents. Equip with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more purchased) and a lot of ammunition. Armor may be necessary if you use [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent&#039;s head must be targeted immediately. If a pod lands near your agent&#039;s feet, quickly access their inventory and pick up the pod to stop it bursting open. The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent has been brainsucked, they are as good as dead. Kill them all!&lt;br /&gt;
====Benign====&lt;br /&gt;
An [[Agents_(Apocalypse)#Androids|Android]] is a humanoid robot and does not have a biological brain. One robot with one weapon and ammo is that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.&lt;br /&gt;
=Search And Investigation=&lt;br /&gt;
A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens are detected, a battlescape mission will immediately start with the objective to kill the alien menace (without damaging the structure &#039;&#039;too much&#039;&#039;). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more hostile.&amp;lt;br&amp;gt;&lt;br /&gt;
When alien lifeforms are detected, building [[Population_(Apocalypse)#Building_Security|security]] will only appear if the company is hostile to X-Com:&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;allied&#039;&#039;&#039; with the Aliens, security will join the alien side to fight against X-Com.&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;hostile&#039;&#039;&#039; with the Aliens, security will attack both, hence, a firefight between the aliens and security is possible. (don&#039;t interupt!).&amp;lt;br&amp;gt;&lt;br /&gt;
To complete the mission successfully, any hostiles must be neutralized (usually [[Multiworm_Egg_(Apocalypse)|most]] [[Chrysalis_(Apocalypse)|aliens]] as well). Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network. If X-Com abandons the battlescape (blue exit tiles), infiltration may progress further.&lt;br /&gt;
=Raid=&lt;br /&gt;
A raid will contain building security to defend the structure:&lt;br /&gt;
* Company buildings and the government will contain guards.&lt;br /&gt;
* Gang buildings will contain gangsters.&lt;br /&gt;
* Temple buildings will have cultists.&lt;br /&gt;
* A police station or rescue station will have police.&lt;br /&gt;
====The [[Starting_a_Mission_(Apocalypse)|Basics]]====&lt;br /&gt;
Select the &amp;quot;Raid building&amp;quot; option when X-Com agents are at a building to start a tactical battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the &#039;base&#039; is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!&amp;lt;br&amp;gt;&lt;br /&gt;
A unique feature of raiding a building is the opportunity to steal randomly generated items which are placed at particular locations relevant to the building&#039;s battlescape segments. The type of items available to steal will depend on which organisation X-Com is raiding. Any organisation, allied to hostile, can be raided:&lt;br /&gt;
* If a hostile is raided, a firefight obviously will commence.&lt;br /&gt;
* The time elasped (the number of weeks passed in the game) determines the technology used by building security, not score.&lt;br /&gt;
* Friends of the targeted organisation may have a negative opinion of the attackers, and may become hostile.&lt;br /&gt;
* Take the items before you start the demolition.&lt;br /&gt;
* Damage to the internals will negatively affect the organisation&#039;s funds.&lt;br /&gt;
* Structural damage at foundation sections (or anything holding something up) will cause catastrophic collapse of such structures. Don&#039;t get &amp;lt;s&amp;gt;hurt&amp;lt;/s&amp;gt; squashed!&lt;br /&gt;
* Incendiary and explosives and in great quantities, however, a fire only has to start...&lt;br /&gt;
* Aliens will not be present during a raid even if the organisation is 100% infiltrated.&lt;br /&gt;
* X-Com cannot raid itself.&lt;br /&gt;
* Score will increase (too) quickly if many raids are preformed.&lt;br /&gt;
To complete the raid succesfully, any hostiles must be neutralized.&lt;br /&gt;
====The Tactics====&lt;br /&gt;
Score will increase from completing many raids. The technology available to the alien horde is based on your tactical score and not time elasped (as with Building Security).&lt;br /&gt;
* To limit score, escape from the map before all you neutralise everyone.&lt;br /&gt;
* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best speed and stamina.&lt;br /&gt;
* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.&lt;br /&gt;
* cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures.&lt;br /&gt;
* hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].&lt;br /&gt;
* set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).&lt;br /&gt;
* blow up the dropped items of hostiles and maybe get a chain reaction cook-off.&lt;br /&gt;
* blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].&lt;br /&gt;
* blow up [[Arms_Factory_(Apocalypse)|missiles]]&lt;br /&gt;
* blow up... everything!&lt;br /&gt;
====The Purpose====&lt;br /&gt;
A raid of a hostile organisation is dangerous. The real objective of raiding is theft!&amp;lt;br&amp;gt;&lt;br /&gt;
Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]). Theft is easier when raiding an organisation that is not hostile! A non-hostile company tolerates the presence of X-Com agents in the building and will not attack (relations &amp;lt;u&amp;gt;do not&amp;lt;/u&amp;gt; change from raiding an organisation). However, if the building security forces are injured by weapons or explosions, they may attack in response, hence, become hostile immediately.&lt;br /&gt;
* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]]. (A stun-grapple-shooting-gallery will increase other stats as well)&lt;br /&gt;
* A &#039;peaceful&#039; raid will not anger the hosts.&lt;br /&gt;
* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com!&lt;br /&gt;
* Along with item placements, security may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].&lt;br /&gt;
* Using [[Psionics_(Apocalypse)#Effect_on_Non_Hostiles|mind control]] allows underhanded subversive actions.&amp;lt;br&amp;gt;&lt;br /&gt;
====The Mechanics====&lt;br /&gt;
The destruction of the internals of buildings and the decrease in their available funds does not influence:&lt;br /&gt;
* the quantity of building security.&lt;br /&gt;
* the quality or quantity of weapons carried by security.&lt;br /&gt;
* the capacity to perform a Base Attack against X-com (if they are hostile).&lt;br /&gt;
* the amount of product available on the market.&lt;br /&gt;
* the type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] action or for defense of the cityscape structure when under attack.&lt;br /&gt;
* the speed of repair of their damaged cityscape structure.&lt;br /&gt;
* the amount of [[Relations_(Apocalypse)#Donations.2FReparations.2FBribes.2Fetc|money]] asked to &amp;quot;Repair Relations&amp;quot;.&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
* the money you get from the Government at the end of the week depends on their available funds, so don&#039;t destroy the government buildings because you are just destroying your money... still in their pockets.&amp;lt;br&amp;gt;&lt;br /&gt;
so, a raid for the purpose of destroying the insides of a building doesn&#039;t do much except make (more) hostiles.&lt;br /&gt;
==== The Conclusion====&lt;br /&gt;
It is pointless to damage the internal structures, kill security or to injure your agents. A raid is only for [[Stun_Raid|theft]]! &lt;br /&gt;
=Building Bombing=&lt;br /&gt;
&#039;&#039;&#039;Special Note:&#039;&#039;&#039; this section is relevant to the [[Cityscape_Fighting_(Apocalypse)#Bombing_Buildings|Cityscape]] only, and not for any Battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Attack=====&lt;br /&gt;
A building can be attacked with vehicles to cause collapse and [[Relations_(Apocalypse)|financial loss]]. X-Com can target (&amp;quot;Attack Building&amp;quot; button) any building for destruction, including (using [[Alien_Ship_Combat_(Apocalypse)#Manual_Control|manual]] vehicle control) any non-building infrastructure such as people tubes, trees and parklands, city walls, roads, and any pillars or supports .&amp;lt;br&amp;gt;&lt;br /&gt;
Government funding for the new week is assessed by the total score. City damage is usually the largest contributing factor for reduced funding, and may become excessively negative when damage is caused by the alien craft.&lt;br /&gt;
=====Damage=====&lt;br /&gt;
Any damage of the cityscape attributed to X-Com or Aliens, but not other Mega-Primus organisations, will be noted immediately in the [[Events_(Apocalypse)|Performance Log]] information window as &amp;quot;Damage To City&amp;quot; ...always a negative number!&amp;lt;br&amp;gt;&lt;br /&gt;
Cityscape buildings have differing damage tolerances which depends on its construction.&amp;lt;br&amp;gt;&lt;br /&gt;
Any building hit by a weapon, the tile impacted will either be destroyed, or not. Damage is not cumulative. If destroyed, the section directly above the now missing tile will collapse in a pan-cake fashion, and in severe cases, will lead to a chain reaction destruction of adjacent sections until the whole building is a pile of rubble. Slums, being derelict buildings, are structurally weak and prone to catastrophic collapse from even the weakest weapons.&lt;br /&gt;
Severe destruction of a structure may disable the building as a viable destination for battlescape missions until (partially) rebuilt, however, destruction of the [[Buildings_(Apocalypse)|home cell]] will immediately disable the building.&lt;br /&gt;
X-Com base locations are best chosen to be under [[Warehouse_(Apocalypse)|Warehouse]] styled structures due to their resistance to damage.&lt;br /&gt;
=====Defense=====&lt;br /&gt;
If any building has been impacted by a weapon (even accidently), the owner will become slightly more hostile to the organisation which caused the damage. Sustained impacts will quickly anger the company. To limit further damage, craft will be launched (if available) to defend the building and destroy the attacking craft (if they can be found) and any other nearby hostile vehicles. If too many vechicles exist, the number of defenders will be reduced. You can completely negate the defending force by either manufacturing or buying enough Xcom Craft. &amp;lt;br&amp;gt;&lt;br /&gt;
This defensive reaction can be used to turn friendly organisations against each other, eg:&amp;lt;br&amp;gt;&lt;br /&gt;
To compromise a positive diplomatic standing between Aliens and an alien-friendly organisation:&lt;br /&gt;
* Attack a UFO so it will retaliate.&lt;br /&gt;
* Lead the alien craft towards a building owned by the organisation.&lt;br /&gt;
* Loiter around the structure at a low to medium altitude.&lt;br /&gt;
* Set your craft attitude to evasive.&lt;br /&gt;
The alien craft will fire at your vehicle and if it misses, the shot will impact the building. This will cause the relationship to deteriorate until that organisation will eventually become &#039;&#039;not-friendly&#039;&#039; to the aliens. Once the organisation views the alien menace as an enemy (unfriendly or hostile), future actions by X-Com against the aliens will be viewed as positive. When the company is no longer hostile to X-Com (as shown in the Organisations bar), monetary compensation can be used to further influence a more positive diplomatic relation away from Unfriendly.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only reliable method to convince Transtellar to resume transport of personel and transferred goods, however, if they are under Alien control, they are lost forever!&lt;br /&gt;
&lt;br /&gt;
You can do something similiar by using Organizations vs Organizations instead of the aliens. See [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]. The advantage is that it&#039;s a lot easier to plan out, since COS temples have a fixed position, unlike the random spawn locations of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
====Consquences====&lt;br /&gt;
Only weapon impacts from either X-Com or the Aliens will influence your &#039;Damage To City&#039; score, that is, negative score is &#039;awarded&#039; for each hit and not what happens to the building as a result of that impact.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s score and any relations will not be affected by:&lt;br /&gt;
* Illegal flyers and police action.&lt;br /&gt;
* Organisations hostile to each other fighting in the cityscape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, inter organization relationships will be affected by the above.&lt;br /&gt;
&lt;br /&gt;
Note: funding does not matter, see above: &#039;&#039;&#039;Raid:The Mechanics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Base Defense=&lt;br /&gt;
A building that contains an X-Com base that is a [[Cityscape_Fighting_(Apocalypse)|target]] of an alien infiltration attempt or targeted for a raid will immediately proceed to a [[Base_Defense_(Apocalypse)|Base Defense]] mission.&lt;br /&gt;
=UFO Crash Site=&lt;br /&gt;
If an [[Alien Craft (Apocalypse)|alien craft]] is critically damaged, the craft will be disabled (the image of the UFO changes to a distorted and cracked appearance) and will fall out of the sky and impact the ground (avoiding roads!).&amp;lt;br&amp;gt;&lt;br /&gt;
A UFO crash recovery is now possible by sending a manned air vehicle via either [[Cityscape_(Apocalypse)|button]]: &amp;quot;Attack Hostile Unit&amp;quot; or &amp;quot;Go To Location&amp;quot;. Your craft will approach, position itself above smoking wreck, which will then immediately start a battlescape mission to recover the UFO, its exotic technology and neutralise any alien lifeforms before the craft can be manually be destroyed along with the surviving aliens (the crashed UFO disappears from the cityscape after a random few in-game hours).&amp;lt;br&amp;gt;&lt;br /&gt;
The crash recovery can only be attempted once! Failure of the battlescape mission will prompt the surviving aliens into immediately destroying any trace of the UFO and themselves (the crashed UFO disappears from the cityscape immediately after mission end).&amp;lt;br&amp;gt;&lt;br /&gt;
The battlescape landscape is relevant to the [[UFO_Incursions_(Apocalypse)|type of UFO]] downed by X-Com. Lifeforms present only depends on the type craft, whereas weaponry and technology carried by aliens depends on your [[Tech_Levels_(Apocalypse)|score]].&lt;br /&gt;
&lt;br /&gt;
=Alien Dimension=&lt;br /&gt;
The Alien Dimension is a dangerous place for X-Com craft. For craft combat: [[Dimension_UFO_Combat_(Apocalypse)|Don&#039;t Get &amp;lt;s&amp;gt;Hurt&amp;lt;/s&amp;gt; Shot Down]].&amp;lt;br&amp;gt;&lt;br /&gt;
Once the research and technology has be acquired, the aliens&#039;s homeworld: [[Alien_Dimension_(Apocalypse)|Alien Dimension]], will become accessible to X-Com. The buildings and &#039;people tube&#039; in the alien&#039;s homeworld are biological in construction (growth?) and are invunerable to damage. The oddly shaped structures each have a purpose which, once discovered via research, will allow a craft with troops to land and infiltrate &#039;&#039;their&#039;&#039; buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do not&#039;&#039;&#039; move agents from a landed craft into the building.&amp;lt;br&amp;gt;&lt;br /&gt;
A large X-Com force is preferable (+16 agents) armed with the best. To start the building assault once landed at a building, select &amp;quot;Investigate Building&amp;quot; or &amp;quot;Raid Building&amp;quot;. Both buttons do the same thing.&amp;lt;br&amp;gt;&lt;br /&gt;
To complete your objectives, all of the targets outlined in the Briefing must be destroyed. The message bar will display &amp;quot;Building has been disabled&amp;quot;. To finish, evacuate the condemned building via the exit tiles or kill off all remaining aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;orange pad&amp;quot; terrain feature found in most buildings is an alien device for re-inforcements to arrive at regular intervals, with the alien type relevant to that particular building&#039;s purpose. The orange pad device is robust and can only be destroyed by [[Vortex Mine]]s (or accidently by the Queenspawn). To halt such re-inforcements, all orange pads present at one device must be destroyed to disable it.&amp;lt;br&amp;gt;&lt;br /&gt;
Each building will [[Dimension_UFO_Combat_(Apocalypse)#Infiltrate|collapse]] at successful completion of the battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]&lt;br /&gt;
* [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107269</id>
		<title>Tactical Combat Missions (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107269"/>
		<updated>2022-04-20T12:39:28Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Consquences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain [[Cityscape_Fighting_(Apocalypse)|Alien actions]] within Mega-Primus.&#039;&#039;&#039;&lt;br /&gt;
=In General=&lt;br /&gt;
* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.&lt;br /&gt;
* If choosing to flee the battle or to possibly limit losing too many agents, it is possible to terminate the mission. Press escape key (ESC) and if the message is: &amp;quot;0 Units Lost&amp;quot;, click OK to safely end the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, &#039;missing in action&#039;. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.&lt;br /&gt;
* Recovery of dropped items, alien lifeforms, unconscious X-Com agents can only commence after &#039;&#039;&#039;successful&#039;&#039;&#039; completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.&lt;br /&gt;
* Any unconscious unit will be prevented from becoming active again if any unit is standing on them.&lt;br /&gt;
* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the mix and quantity of aliens, civilians, building security (cultists, gangsters, police and guards), and X-Com units. The maximum size of any tactical battlescape map is 3x3, made up of different sized segments.&lt;br /&gt;
* The lesser the population, the smaller the map!&lt;br /&gt;
* Battlescape damage and [[Marsec_High_Explosive|destruction]] of map features such as stairs, ramps, floors around grav-lifts can trap entities. [[Power_Sword|Digging]] a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point. &lt;br /&gt;
* Battlescape damage to a building, trees, road, etc. will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; be blamed on X-Com, irrelevant who is repsonsible.&lt;br /&gt;
=Infested Already!=&lt;br /&gt;
At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a security force somewhere finds evidence of aliens within their buildings. An &amp;quot;Alien Detected&amp;quot; alert will be issued and is displayed for X-Com&#039;s immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!&amp;lt;br&amp;gt;&lt;br /&gt;
=====Notes=====&lt;br /&gt;
* There is no way of knowing which organisation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor the decrease in [[Relations_(Apocalypse)|relations]] of such actions, however, searching (or internally damaging) your own building has no negative effects... and you might detect aliens!&lt;br /&gt;
* The &#039;alien detected&#039; alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present [[Alien_Infiltration_(Apocalypse)#Infiltration_Graph|may not]].&lt;br /&gt;
===First Assault===&lt;br /&gt;
The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don&#039;t Get Hurt!&lt;br /&gt;
====Dangerous====&lt;br /&gt;
Brainsuckers!!&amp;lt;br&amp;gt;&lt;br /&gt;
Use all agents. Equip with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more purchased) and a lot of ammunition. Armor may be necessary if you use [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent&#039;s head must be targeted immediately. If a pod lands near your agent&#039;s feet, quickly access their inventory and pick up the pod to stop it bursting open. The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent has been brainsucked, they are as good as dead. Kill them all!&lt;br /&gt;
====Benign====&lt;br /&gt;
An [[Agents_(Apocalypse)#Androids|Android]] is a humanoid robot and does not have a biological brain. One robot with one weapon and ammo is that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.&lt;br /&gt;
=Search And Investigation=&lt;br /&gt;
A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens are detected, a battlescape mission will immediately start with the objective to kill the alien menace (without damaging the structure &#039;&#039;too much&#039;&#039;). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more hostile.&amp;lt;br&amp;gt;&lt;br /&gt;
When alien lifeforms are detected, building [[Population_(Apocalypse)#Building_Security|security]] will only appear if the company is hostile to X-Com:&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;allied&#039;&#039;&#039; with the Aliens, security will join the alien side to fight against X-Com.&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;hostile&#039;&#039;&#039; with the Aliens, security will attack both, hence, a firefight between the aliens and security is possible. (don&#039;t interupt!).&amp;lt;br&amp;gt;&lt;br /&gt;
To complete the mission successfully, any hostiles must be neutralized (usually [[Multiworm_Egg_(Apocalypse)|most]] [[Chrysalis_(Apocalypse)|aliens]] as well). Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network. If X-Com abandons the battlescape (blue exit tiles), infiltration may progress further.&lt;br /&gt;
=Raid=&lt;br /&gt;
A raid will contain building security to defend the structure:&lt;br /&gt;
* Company buildings and the government will contain guards.&lt;br /&gt;
* Gang buildings will contain gangsters.&lt;br /&gt;
* Temple buildings will have cultists.&lt;br /&gt;
* A police station or rescue station will have police.&lt;br /&gt;
====The [[Starting_a_Mission_(Apocalypse)|Basics]]====&lt;br /&gt;
Select the &amp;quot;Raid building&amp;quot; option when X-Com agents are at a building to start a tactical battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the &#039;base&#039; is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!&amp;lt;br&amp;gt;&lt;br /&gt;
A unique feature of raiding a building is the opportunity to steal randomly generated items which are placed at particular locations relevant to the building&#039;s battlescape segments. The type of items available to steal will depend on which organisation X-Com is raiding. Any organisation, allied to hostile, can be raided:&lt;br /&gt;
* If a hostile is raided, a firefight obviously will commence.&lt;br /&gt;
* The time elasped (the number of weeks passed in the game) determines the technology used by building security, not score.&lt;br /&gt;
* Friends of the targeted organisation may have a negative opinion of the attackers, and may become hostile.&lt;br /&gt;
* Take the items before you start the demolition.&lt;br /&gt;
* Damage to the internals will negatively affect the organisation&#039;s funds.&lt;br /&gt;
* Structural damage at foundation sections (or anything holding something up) will cause catastrophic collapse of such structures. Don&#039;t get &amp;lt;s&amp;gt;hurt&amp;lt;/s&amp;gt; squashed!&lt;br /&gt;
* Incendiary and explosives and in great quantities, however, a fire only has to start...&lt;br /&gt;
* Aliens will not be present during a raid even if the organisation is 100% infiltrated.&lt;br /&gt;
* X-Com cannot raid itself.&lt;br /&gt;
* Score will increase (too) quickly if many raids are preformed.&lt;br /&gt;
To complete the raid succesfully, any hostiles must be neutralized.&lt;br /&gt;
====The Tactics====&lt;br /&gt;
Score will increase from completing many raids. The technology available to the alien horde is based on your tactical score and not time elasped (as with Building Security).&lt;br /&gt;
* To limit score, escape from the map before all you neutralise everyone.&lt;br /&gt;
* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best speed and stamina.&lt;br /&gt;
* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.&lt;br /&gt;
* cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures.&lt;br /&gt;
* hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].&lt;br /&gt;
* set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).&lt;br /&gt;
* blow up the dropped items of hostiles and maybe get a chain reaction cook-off.&lt;br /&gt;
* blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].&lt;br /&gt;
* blow up [[Arms_Factory_(Apocalypse)|missiles]]&lt;br /&gt;
* blow up... everything!&lt;br /&gt;
====The Purpose====&lt;br /&gt;
A raid of a hostile organisation is dangerous. The real objective of raiding is theft!&amp;lt;br&amp;gt;&lt;br /&gt;
Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]). Theft is easier when raiding an organisation that is not hostile! A non-hostile company tolerates the presence of X-Com agents in the building and will not attack (relations &amp;lt;u&amp;gt;do not&amp;lt;/u&amp;gt; change from raiding an organisation). However, if the building security forces are injured by weapons or explosions, they may attack in response, hence, become hostile immediately.&lt;br /&gt;
* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]]. (A stun-grapple-shooting-gallery will increase other stats as well)&lt;br /&gt;
* A &#039;peaceful&#039; raid will not anger the hosts.&lt;br /&gt;
* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com!&lt;br /&gt;
* Along with item placements, security may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].&lt;br /&gt;
* Using [[Psionics_(Apocalypse)#Effect_on_Non_Hostiles|mind control]] allows underhanded subversive actions.&amp;lt;br&amp;gt;&lt;br /&gt;
====The Mechanics====&lt;br /&gt;
The destruction of the internals of buildings and the decrease in their available funds does not influence:&lt;br /&gt;
* the quantity of building security.&lt;br /&gt;
* the quality or quantity of weapons carried by security.&lt;br /&gt;
* the capacity to perform a Base Attack against X-com (if they are hostile).&lt;br /&gt;
* the amount of product available on the market.&lt;br /&gt;
* the type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] action or for defense of the cityscape structure when under attack.&lt;br /&gt;
* the speed of repair of their damaged cityscape structure.&lt;br /&gt;
* the amount of [[Relations_(Apocalypse)#Donations.2FReparations.2FBribes.2Fetc|money]] asked to &amp;quot;Repair Relations&amp;quot;.&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
* the money you get from the Government at the end of the week depends on their available funds, so don&#039;t destroy the government buildings because you are just destroying your money... still in their pockets.&amp;lt;br&amp;gt;&lt;br /&gt;
so, a raid for the purpose of destroying the insides of a building doesn&#039;t do much except make (more) hostiles.&lt;br /&gt;
==== The Conclusion====&lt;br /&gt;
It is pointless to damage the internal structures, kill security or to injure your agents. A raid is only for [[Stun_Raid|theft]]! &lt;br /&gt;
=Building Bombing=&lt;br /&gt;
&#039;&#039;&#039;Special Note:&#039;&#039;&#039; this section is relevant to the [[Cityscape_Fighting_(Apocalypse)#Bombing_Buildings|Cityscape]] only, and not for any Battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Attack=====&lt;br /&gt;
A building can be attacked with vehicles to cause collapse and [[Relations_(Apocalypse)|financial loss]]. X-Com can target (&amp;quot;Attack Building&amp;quot; button) any building for destruction, including (using [[Alien_Ship_Combat_(Apocalypse)#Manual_Control|manual]] vehicle control) any non-building infrastructure such as people tubes, trees and parklands, city walls, roads, and any pillars or supports .&amp;lt;br&amp;gt;&lt;br /&gt;
Government funding for the new week is assessed by the total score. City damage is usually the largest contributing factor for reduced funding, and may become excessively negative when damage is caused by the alien craft.&lt;br /&gt;
=====Damage=====&lt;br /&gt;
Any damage of the cityscape attributed to X-Com or Aliens, but not other Mega-Primus organisations, will be noted immediately in the [[Events_(Apocalypse)|Performance Log]] information window as &amp;quot;Damage To City&amp;quot; ...always a negative number!&amp;lt;br&amp;gt;&lt;br /&gt;
Cityscape buildings have differing damage tolerances which depends on its construction.&amp;lt;br&amp;gt;&lt;br /&gt;
Any building hit by a weapon, the tile impacted will either be destroyed, or not. Damage is not cumulative. If destroyed, the section directly above the now missing tile will collapse in a pan-cake fashion, and in severe cases, will lead to a chain reaction destruction of adjacent sections until the whole building is a pile of rubble. Slums, being derelict buildings, are structurally weak and prone to catastrophic collapse from even the weakest weapons.&lt;br /&gt;
Severe destruction of a structure may disable the building as a viable destination for battlescape missions until (partially) rebuilt, however, destruction of the [[Buildings_(Apocalypse)|home cell]] will immediately disable the building.&lt;br /&gt;
X-Com base locations are best chosen to be under [[Warehouse_(Apocalypse)|Warehouse]] styled structures due to their resistance to damage.&lt;br /&gt;
=====Defense=====&lt;br /&gt;
If any building has been impacted by a weapon (even accidently), the owner will become slightly more hostile to the organisation which caused the damage. Sustained impacts will quickly anger the company. To limit further damage, craft will be launched (if available) to defend the building and destroy the attacking craft (if they can be found) and any other nearby hostile vehicles.&amp;lt;br&amp;gt;&lt;br /&gt;
This defensive reaction can be used to turn friendly organisations against each other, eg:&amp;lt;br&amp;gt;&lt;br /&gt;
To compromise a positive diplomatic standing between Aliens and an alien-friendly organisation:&lt;br /&gt;
* Attack a UFO so it will retaliate.&lt;br /&gt;
* Lead the alien craft towards a building owned by the organisation.&lt;br /&gt;
* Loiter around the structure at a low to medium altitude.&lt;br /&gt;
* Set your craft attitude to evasive.&lt;br /&gt;
The alien craft will fire at your vehicle and if it misses, the shot will impact the building. This will cause the relationship to deteriorate until that organisation will eventually become &#039;&#039;not-friendly&#039;&#039; to the aliens. Once the organisation views the alien menace as an enemy (unfriendly or hostile), future actions by X-Com against the aliens will be viewed as positive. When the company is no longer hostile to X-Com (as shown in the Organisations bar), monetary compensation can be used to further influence a more positive diplomatic relation away from Unfriendly.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only reliable method to convince Transtellar to resume transport of personel and transferred goods, however, if they are under Alien control, they are lost forever!&lt;br /&gt;
&lt;br /&gt;
You can do something similiar by using Organizations vs Organizations instead of the aliens. See [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]. The advantage is that it&#039;s a lot easier to plan out, since COS temples have a fixed position, unlike the random spawn locations of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
====Consquences====&lt;br /&gt;
Only weapon impacts from either X-Com or the Aliens will influence your &#039;Damage To City&#039; score, that is, negative score is &#039;awarded&#039; for each hit and not what happens to the building as a result of that impact.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s score and any relations will not be affected by:&lt;br /&gt;
* Illegal flyers and police action.&lt;br /&gt;
* Organisations hostile to each other fighting in the cityscape.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, inter organization relationships will be affected by the above.&lt;br /&gt;
&lt;br /&gt;
Note: funding does not matter, see above: &#039;&#039;&#039;Raid:The Mechanics&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Base Defense=&lt;br /&gt;
A building that contains an X-Com base that is a [[Cityscape_Fighting_(Apocalypse)|target]] of an alien infiltration attempt or targeted for a raid will immediately proceed to a [[Base_Defense_(Apocalypse)|Base Defense]] mission.&lt;br /&gt;
=UFO Crash Site=&lt;br /&gt;
If an [[Alien Craft (Apocalypse)|alien craft]] is critically damaged, the craft will be disabled (the image of the UFO changes to a distorted and cracked appearance) and will fall out of the sky and impact the ground (avoiding roads!).&amp;lt;br&amp;gt;&lt;br /&gt;
A UFO crash recovery is now possible by sending a manned air vehicle via either [[Cityscape_(Apocalypse)|button]]: &amp;quot;Attack Hostile Unit&amp;quot; or &amp;quot;Go To Location&amp;quot;. Your craft will approach, position itself above smoking wreck, which will then immediately start a battlescape mission to recover the UFO, its exotic technology and neutralise any alien lifeforms before the craft can be manually be destroyed along with the surviving aliens (the crashed UFO disappears from the cityscape after a random few in-game hours).&amp;lt;br&amp;gt;&lt;br /&gt;
The crash recovery can only be attempted once! Failure of the battlescape mission will prompt the surviving aliens into immediately destroying any trace of the UFO and themselves (the crashed UFO disappears from the cityscape immediately after mission end).&amp;lt;br&amp;gt;&lt;br /&gt;
The battlescape landscape is relevant to the [[UFO_Incursions_(Apocalypse)|type of UFO]] downed by X-Com. Lifeforms present only depends on the type craft, whereas weaponry and technology carried by aliens depends on your [[Tech_Levels_(Apocalypse)|score]].&lt;br /&gt;
&lt;br /&gt;
=Alien Dimension=&lt;br /&gt;
The Alien Dimension is a dangerous place for X-Com craft. For craft combat: [[Dimension_UFO_Combat_(Apocalypse)|Don&#039;t Get &amp;lt;s&amp;gt;Hurt&amp;lt;/s&amp;gt; Shot Down]].&amp;lt;br&amp;gt;&lt;br /&gt;
Once the research and technology has be acquired, the aliens&#039;s homeworld: [[Alien_Dimension_(Apocalypse)|Alien Dimension]], will become accessible to X-Com. The buildings and &#039;people tube&#039; in the alien&#039;s homeworld are biological in construction (growth?) and are invunerable to damage. The oddly shaped structures each have a purpose which, once discovered via research, will allow a craft with troops to land and infiltrate &#039;&#039;their&#039;&#039; buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do not&#039;&#039;&#039; move agents from a landed craft into the building.&amp;lt;br&amp;gt;&lt;br /&gt;
A large X-Com force is preferable (+16 agents) armed with the best. To start the building assault once landed at a building, select &amp;quot;Investigate Building&amp;quot; or &amp;quot;Raid Building&amp;quot;. Both buttons do the same thing.&amp;lt;br&amp;gt;&lt;br /&gt;
To complete your objectives, all of the targets outlined in the Briefing must be destroyed. The message bar will display &amp;quot;Building has been disabled&amp;quot;. To finish, evacuate the condemned building via the exit tiles or kill off all remaining aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;orange pad&amp;quot; terrain feature found in most buildings is an alien device for re-inforcements to arrive at regular intervals, with the alien type relevant to that particular building&#039;s purpose. The orange pad device is robust and can only be destroyed by [[Vortex Mine]]s (or accidently by the Queenspawn). To halt such re-inforcements, all orange pads present at one device must be destroyed to disable it.&amp;lt;br&amp;gt;&lt;br /&gt;
Each building will [[Dimension_UFO_Combat_(Apocalypse)#Infiltrate|collapse]] at successful completion of the battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]&lt;br /&gt;
* [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107268</id>
		<title>Tactical Combat Missions (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&amp;diff=107268"/>
		<updated>2022-04-20T12:37:23Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain [[Cityscape_Fighting_(Apocalypse)|Alien actions]] within Mega-Primus.&#039;&#039;&#039;&lt;br /&gt;
=In General=&lt;br /&gt;
* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.&lt;br /&gt;
* If choosing to flee the battle or to possibly limit losing too many agents, it is possible to terminate the mission. Press escape key (ESC) and if the message is: &amp;quot;0 Units Lost&amp;quot;, click OK to safely end the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, &#039;missing in action&#039;. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.&lt;br /&gt;
* Recovery of dropped items, alien lifeforms, unconscious X-Com agents can only commence after &#039;&#039;&#039;successful&#039;&#039;&#039; completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.&lt;br /&gt;
* Any unconscious unit will be prevented from becoming active again if any unit is standing on them.&lt;br /&gt;
* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the mix and quantity of aliens, civilians, building security (cultists, gangsters, police and guards), and X-Com units. The maximum size of any tactical battlescape map is 3x3, made up of different sized segments.&lt;br /&gt;
* The lesser the population, the smaller the map!&lt;br /&gt;
* Battlescape damage and [[Marsec_High_Explosive|destruction]] of map features such as stairs, ramps, floors around grav-lifts can trap entities. [[Power_Sword|Digging]] a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point. &lt;br /&gt;
* Battlescape damage to a building, trees, road, etc. will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; be blamed on X-Com, irrelevant who is repsonsible.&lt;br /&gt;
=Infested Already!=&lt;br /&gt;
At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a security force somewhere finds evidence of aliens within their buildings. An &amp;quot;Alien Detected&amp;quot; alert will be issued and is displayed for X-Com&#039;s immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!&amp;lt;br&amp;gt;&lt;br /&gt;
=====Notes=====&lt;br /&gt;
* There is no way of knowing which organisation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor the decrease in [[Relations_(Apocalypse)|relations]] of such actions, however, searching (or internally damaging) your own building has no negative effects... and you might detect aliens!&lt;br /&gt;
* The &#039;alien detected&#039; alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present [[Alien_Infiltration_(Apocalypse)#Infiltration_Graph|may not]].&lt;br /&gt;
===First Assault===&lt;br /&gt;
The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don&#039;t Get Hurt!&lt;br /&gt;
====Dangerous====&lt;br /&gt;
Brainsuckers!!&amp;lt;br&amp;gt;&lt;br /&gt;
Use all agents. Equip with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more purchased) and a lot of ammunition. Armor may be necessary if you use [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent&#039;s head must be targeted immediately. If a pod lands near your agent&#039;s feet, quickly access their inventory and pick up the pod to stop it bursting open. The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent has been brainsucked, they are as good as dead. Kill them all!&lt;br /&gt;
====Benign====&lt;br /&gt;
An [[Agents_(Apocalypse)#Androids|Android]] is a humanoid robot and does not have a biological brain. One robot with one weapon and ammo is that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.&lt;br /&gt;
=Search And Investigation=&lt;br /&gt;
A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens are detected, a battlescape mission will immediately start with the objective to kill the alien menace (without damaging the structure &#039;&#039;too much&#039;&#039;). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more hostile.&amp;lt;br&amp;gt;&lt;br /&gt;
When alien lifeforms are detected, building [[Population_(Apocalypse)#Building_Security|security]] will only appear if the company is hostile to X-Com:&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;allied&#039;&#039;&#039; with the Aliens, security will join the alien side to fight against X-Com.&lt;br /&gt;
* If the owner of the building is &#039;&#039;&#039;hostile&#039;&#039;&#039; with the Aliens, security will attack both, hence, a firefight between the aliens and security is possible. (don&#039;t interupt!).&amp;lt;br&amp;gt;&lt;br /&gt;
To complete the mission successfully, any hostiles must be neutralized (usually [[Multiworm_Egg_(Apocalypse)|most]] [[Chrysalis_(Apocalypse)|aliens]] as well). Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network. If X-Com abandons the battlescape (blue exit tiles), infiltration may progress further.&lt;br /&gt;
=Raid=&lt;br /&gt;
A raid will contain building security to defend the structure:&lt;br /&gt;
* Company buildings and the government will contain guards.&lt;br /&gt;
* Gang buildings will contain gangsters.&lt;br /&gt;
* Temple buildings will have cultists.&lt;br /&gt;
* A police station or rescue station will have police.&lt;br /&gt;
====The [[Starting_a_Mission_(Apocalypse)|Basics]]====&lt;br /&gt;
Select the &amp;quot;Raid building&amp;quot; option when X-Com agents are at a building to start a tactical battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the &#039;base&#039; is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!&amp;lt;br&amp;gt;&lt;br /&gt;
A unique feature of raiding a building is the opportunity to steal randomly generated items which are placed at particular locations relevant to the building&#039;s battlescape segments. The type of items available to steal will depend on which organisation X-Com is raiding. Any organisation, allied to hostile, can be raided:&lt;br /&gt;
* If a hostile is raided, a firefight obviously will commence.&lt;br /&gt;
* The time elasped (the number of weeks passed in the game) determines the technology used by building security, not score.&lt;br /&gt;
* Friends of the targeted organisation may have a negative opinion of the attackers, and may become hostile.&lt;br /&gt;
* Take the items before you start the demolition.&lt;br /&gt;
* Damage to the internals will negatively affect the organisation&#039;s funds.&lt;br /&gt;
* Structural damage at foundation sections (or anything holding something up) will cause catastrophic collapse of such structures. Don&#039;t get &amp;lt;s&amp;gt;hurt&amp;lt;/s&amp;gt; squashed!&lt;br /&gt;
* Incendiary and explosives and in great quantities, however, a fire only has to start...&lt;br /&gt;
* Aliens will not be present during a raid even if the organisation is 100% infiltrated.&lt;br /&gt;
* X-Com cannot raid itself.&lt;br /&gt;
* Score will increase (too) quickly if many raids are preformed.&lt;br /&gt;
To complete the raid succesfully, any hostiles must be neutralized.&lt;br /&gt;
====The Tactics====&lt;br /&gt;
Score will increase from completing many raids. The technology available to the alien horde is based on your tactical score and not time elasped (as with Building Security).&lt;br /&gt;
* To limit score, escape from the map before all you neutralise everyone.&lt;br /&gt;
* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best speed and stamina.&lt;br /&gt;
* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.&lt;br /&gt;
* cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures.&lt;br /&gt;
* hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].&lt;br /&gt;
* set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).&lt;br /&gt;
* blow up the dropped items of hostiles and maybe get a chain reaction cook-off.&lt;br /&gt;
* blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].&lt;br /&gt;
* blow up [[Arms_Factory_(Apocalypse)|missiles]]&lt;br /&gt;
* blow up... everything!&lt;br /&gt;
====The Purpose====&lt;br /&gt;
A raid of a hostile organisation is dangerous. The real objective of raiding is theft!&amp;lt;br&amp;gt;&lt;br /&gt;
Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]). Theft is easier when raiding an organisation that is not hostile! A non-hostile company tolerates the presence of X-Com agents in the building and will not attack (relations &amp;lt;u&amp;gt;do not&amp;lt;/u&amp;gt; change from raiding an organisation). However, if the building security forces are injured by weapons or explosions, they may attack in response, hence, become hostile immediately.&lt;br /&gt;
* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]]. (A stun-grapple-shooting-gallery will increase other stats as well)&lt;br /&gt;
* A &#039;peaceful&#039; raid will not anger the hosts.&lt;br /&gt;
* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com!&lt;br /&gt;
* Along with item placements, security may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].&lt;br /&gt;
* Using [[Psionics_(Apocalypse)#Effect_on_Non_Hostiles|mind control]] allows underhanded subversive actions.&amp;lt;br&amp;gt;&lt;br /&gt;
====The Mechanics====&lt;br /&gt;
The destruction of the internals of buildings and the decrease in their available funds does not influence:&lt;br /&gt;
* the quantity of building security.&lt;br /&gt;
* the quality or quantity of weapons carried by security.&lt;br /&gt;
* the capacity to perform a Base Attack against X-com (if they are hostile).&lt;br /&gt;
* the amount of product available on the market.&lt;br /&gt;
* the type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] action or for defense of the cityscape structure when under attack.&lt;br /&gt;
* the speed of repair of their damaged cityscape structure.&lt;br /&gt;
* the amount of [[Relations_(Apocalypse)#Donations.2FReparations.2FBribes.2Fetc|money]] asked to &amp;quot;Repair Relations&amp;quot;.&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
* the money you get from the Government at the end of the week depends on their available funds, so don&#039;t destroy the government buildings because you are just destroying your money... still in their pockets.&amp;lt;br&amp;gt;&lt;br /&gt;
so, a raid for the purpose of destroying the insides of a building doesn&#039;t do much except make (more) hostiles.&lt;br /&gt;
==== The Conclusion====&lt;br /&gt;
It is pointless to damage the internal structures, kill security or to injure your agents. A raid is only for [[Stun_Raid|theft]]! &lt;br /&gt;
=Building Bombing=&lt;br /&gt;
&#039;&#039;&#039;Special Note:&#039;&#039;&#039; this section is relevant to the [[Cityscape_Fighting_(Apocalypse)#Bombing_Buildings|Cityscape]] only, and not for any Battlescape mission.&amp;lt;br&amp;gt;&lt;br /&gt;
=====Attack=====&lt;br /&gt;
A building can be attacked with vehicles to cause collapse and [[Relations_(Apocalypse)|financial loss]]. X-Com can target (&amp;quot;Attack Building&amp;quot; button) any building for destruction, including (using [[Alien_Ship_Combat_(Apocalypse)#Manual_Control|manual]] vehicle control) any non-building infrastructure such as people tubes, trees and parklands, city walls, roads, and any pillars or supports .&amp;lt;br&amp;gt;&lt;br /&gt;
Government funding for the new week is assessed by the total score. City damage is usually the largest contributing factor for reduced funding, and may become excessively negative when damage is caused by the alien craft.&lt;br /&gt;
=====Damage=====&lt;br /&gt;
Any damage of the cityscape attributed to X-Com or Aliens, but not other Mega-Primus organisations, will be noted immediately in the [[Events_(Apocalypse)|Performance Log]] information window as &amp;quot;Damage To City&amp;quot; ...always a negative number!&amp;lt;br&amp;gt;&lt;br /&gt;
Cityscape buildings have differing damage tolerances which depends on its construction.&amp;lt;br&amp;gt;&lt;br /&gt;
Any building hit by a weapon, the tile impacted will either be destroyed, or not. Damage is not cumulative. If destroyed, the section directly above the now missing tile will collapse in a pan-cake fashion, and in severe cases, will lead to a chain reaction destruction of adjacent sections until the whole building is a pile of rubble. Slums, being derelict buildings, are structurally weak and prone to catastrophic collapse from even the weakest weapons.&lt;br /&gt;
Severe destruction of a structure may disable the building as a viable destination for battlescape missions until (partially) rebuilt, however, destruction of the [[Buildings_(Apocalypse)|home cell]] will immediately disable the building.&lt;br /&gt;
X-Com base locations are best chosen to be under [[Warehouse_(Apocalypse)|Warehouse]] styled structures due to their resistance to damage.&lt;br /&gt;
=====Defense=====&lt;br /&gt;
If any building has been impacted by a weapon (even accidently), the owner will become slightly more hostile to the organisation which caused the damage. Sustained impacts will quickly anger the company. To limit further damage, craft will be launched (if available) to defend the building and destroy the attacking craft (if they can be found) and any other nearby hostile vehicles.&amp;lt;br&amp;gt;&lt;br /&gt;
This defensive reaction can be used to turn friendly organisations against each other, eg:&amp;lt;br&amp;gt;&lt;br /&gt;
To compromise a positive diplomatic standing between Aliens and an alien-friendly organisation:&lt;br /&gt;
* Attack a UFO so it will retaliate.&lt;br /&gt;
* Lead the alien craft towards a building owned by the organisation.&lt;br /&gt;
* Loiter around the structure at a low to medium altitude.&lt;br /&gt;
* Set your craft attitude to evasive.&lt;br /&gt;
The alien craft will fire at your vehicle and if it misses, the shot will impact the building. This will cause the relationship to deteriorate until that organisation will eventually become &#039;&#039;not-friendly&#039;&#039; to the aliens. Once the organisation views the alien menace as an enemy (unfriendly or hostile), future actions by X-Com against the aliens will be viewed as positive. When the company is no longer hostile to X-Com (as shown in the Organisations bar), monetary compensation can be used to further influence a more positive diplomatic relation away from Unfriendly.&amp;lt;br&amp;gt;&lt;br /&gt;
This is the only reliable method to convince Transtellar to resume transport of personel and transferred goods, however, if they are under Alien control, they are lost forever!&lt;br /&gt;
&lt;br /&gt;
You can do something similiar by using Organizations vs Organizations instead of the aliens. See [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]. The advantage is that it&#039;s a lot easier to plan out, since COS temples have a fixed position, unlike the random spawn locations of UFO incursions.&lt;br /&gt;
&lt;br /&gt;
====Consquences====&lt;br /&gt;
Only weapon impacts from either X-Com or the Aliens will influence your &#039;Damage To City&#039; score, that is, negative score is &#039;awarded&#039; for each hit and not what happens to the building as a result of that impact.&amp;lt;br&amp;gt;&lt;br /&gt;
X-Com&#039;s score and any relations will not be affected by:&lt;br /&gt;
* Illegal flyers and police action.&lt;br /&gt;
* Organisations hostile to each other fighting in the cityscape.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: funding does not matter, see above: &#039;&#039;&#039;Raid:The Mechanics&#039;&#039;&#039;.&lt;br /&gt;
=Base Defense=&lt;br /&gt;
A building that contains an X-Com base that is a [[Cityscape_Fighting_(Apocalypse)|target]] of an alien infiltration attempt or targeted for a raid will immediately proceed to a [[Base_Defense_(Apocalypse)|Base Defense]] mission.&lt;br /&gt;
=UFO Crash Site=&lt;br /&gt;
If an [[Alien Craft (Apocalypse)|alien craft]] is critically damaged, the craft will be disabled (the image of the UFO changes to a distorted and cracked appearance) and will fall out of the sky and impact the ground (avoiding roads!).&amp;lt;br&amp;gt;&lt;br /&gt;
A UFO crash recovery is now possible by sending a manned air vehicle via either [[Cityscape_(Apocalypse)|button]]: &amp;quot;Attack Hostile Unit&amp;quot; or &amp;quot;Go To Location&amp;quot;. Your craft will approach, position itself above smoking wreck, which will then immediately start a battlescape mission to recover the UFO, its exotic technology and neutralise any alien lifeforms before the craft can be manually be destroyed along with the surviving aliens (the crashed UFO disappears from the cityscape after a random few in-game hours).&amp;lt;br&amp;gt;&lt;br /&gt;
The crash recovery can only be attempted once! Failure of the battlescape mission will prompt the surviving aliens into immediately destroying any trace of the UFO and themselves (the crashed UFO disappears from the cityscape immediately after mission end).&amp;lt;br&amp;gt;&lt;br /&gt;
The battlescape landscape is relevant to the [[UFO_Incursions_(Apocalypse)|type of UFO]] downed by X-Com. Lifeforms present only depends on the type craft, whereas weaponry and technology carried by aliens depends on your [[Tech_Levels_(Apocalypse)|score]].&lt;br /&gt;
&lt;br /&gt;
=Alien Dimension=&lt;br /&gt;
The Alien Dimension is a dangerous place for X-Com craft. For craft combat: [[Dimension_UFO_Combat_(Apocalypse)|Don&#039;t Get &amp;lt;s&amp;gt;Hurt&amp;lt;/s&amp;gt; Shot Down]].&amp;lt;br&amp;gt;&lt;br /&gt;
Once the research and technology has be acquired, the aliens&#039;s homeworld: [[Alien_Dimension_(Apocalypse)|Alien Dimension]], will become accessible to X-Com. The buildings and &#039;people tube&#039; in the alien&#039;s homeworld are biological in construction (growth?) and are invunerable to damage. The oddly shaped structures each have a purpose which, once discovered via research, will allow a craft with troops to land and infiltrate &#039;&#039;their&#039;&#039; buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do not&#039;&#039;&#039; move agents from a landed craft into the building.&amp;lt;br&amp;gt;&lt;br /&gt;
A large X-Com force is preferable (+16 agents) armed with the best. To start the building assault once landed at a building, select &amp;quot;Investigate Building&amp;quot; or &amp;quot;Raid Building&amp;quot;. Both buttons do the same thing.&amp;lt;br&amp;gt;&lt;br /&gt;
To complete your objectives, all of the targets outlined in the Briefing must be destroyed. The message bar will display &amp;quot;Building has been disabled&amp;quot;. To finish, evacuate the condemned building via the exit tiles or kill off all remaining aliens.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;orange pad&amp;quot; terrain feature found in most buildings is an alien device for re-inforcements to arrive at regular intervals, with the alien type relevant to that particular building&#039;s purpose. The orange pad device is robust and can only be destroyed by [[Vortex Mine]]s (or accidently by the Queenspawn). To halt such re-inforcements, all orange pads present at one device must be destroyed to disable it.&amp;lt;br&amp;gt;&lt;br /&gt;
Each building will [[Dimension_UFO_Combat_(Apocalypse)#Infiltrate|collapse]] at successful completion of the battlescape mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics_(Apocalypse)|Return to Start]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Jasonred79&#039;s Guide to Making Friends with Corporations for FREE]]&lt;br /&gt;
* [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
* [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Popper_(Apocalypse)&amp;diff=107245</id>
		<title>Popper (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Popper_(Apocalypse)&amp;diff=107245"/>
		<updated>2022-04-19T13:43:38Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Just watched a popper override alien gas. wow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Popper}}[[Image:Popper_(Alive).jpg|right]]&lt;br /&gt;
The Popper runs at high speed towards its victim and explodes when within a range of about fifteen feet. If the Popper is attacked with armor piercing, incendiary or explosive ammunition then the explosive effect is likely to be triggered. We recommend that other forms of weaponry be used against this creature in most combat situations.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Popper Autopsy}}[[Image:Popper_Autopsy.jpg|right]]&lt;br /&gt;
The Popper is little more than a walking bomb. Its simple brain structure means that Psionic attacks have a very low chance of success. Its body contains no obvious explosive device, although there are several chemicals mixed into the creatures stomach creating a highly unstable explosive compound.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Apocalypse Statbox Module&lt;br /&gt;
| name = Popper&lt;br /&gt;
| time_units = 110-127&lt;br /&gt;
| health = 35-40&lt;br /&gt;
| stamina = 55-63.5&lt;br /&gt;
| reactions = 8-9&lt;br /&gt;
| strength = 10&lt;br /&gt;
| bravery = 0&lt;br /&gt;
| psi_energy = 0&lt;br /&gt;
| psi_attack = 0&lt;br /&gt;
| psi_defense = 100&lt;br /&gt;
| accuracy = 100&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Hidden&lt;br /&gt;
| armor_head = 7-11&lt;br /&gt;
| armor_torso = 7-11 &lt;br /&gt;
| armor_arms = 7-11&lt;br /&gt;
| armor_legs = 7-11&lt;br /&gt;
| score = 8&lt;br /&gt;
| size_X = 16&lt;br /&gt;
| size_Y = 5&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Unique Stats&lt;br /&gt;
| damage_modifier_group = Popper&lt;br /&gt;
| inventory = no&lt;br /&gt;
| innate_weapon = Bomb&lt;br /&gt;
| unique_attributes = may explode when killed;&amp;lt;br /&amp;gt; smoke trail&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The Popper is an extremely dangerous enemy that is functionally a homing missile with legs. Poppers are weak, but they move very fast and leave a smoke trail behind them, which can sometimes conceal other enemies. They have no weapons, but if they come in close proximity with any X-COM Agent, they will self destruct and cause a powerful, wide area explosion. Poppers cannot jump upwards, but their explosions are powerful enough to damage low flying agents.&lt;br /&gt;
&lt;br /&gt;
They begin to appear in Week 2 and are encountered regularly as part of UFO crews, [[Alien_Infiltration_(Apocalypse)|infiltration missions]] and in buildings in the [[Alien_Dimension_(Apocalypse)|Alien Dimension]]. They are also one of the aliens that can emerge from a [[Chrysalis_(Apocalypse)|Chrysalis]].&lt;br /&gt;
&lt;br /&gt;
Poppers make chittering noises when idle and &amp;quot;chomp&amp;quot; noises as they move.&lt;br /&gt;
&lt;br /&gt;
Poppers that successfully execute their attack do not count toward X-COM&#039;s score (they are considered to have &amp;quot;fled the combat zone&amp;quot;), although Poppers that explode when killed, do so.&lt;br /&gt;
&lt;br /&gt;
==Tactical Notes==&lt;br /&gt;
&lt;br /&gt;
A Popper&#039;s explosion is powerful enough to seriously injure or instantly kill armored X-COM Agents near the centre of the blast. They will explode if they are killed with armor piercing, high explosive or incendiary damage, by falling objects and falling damage, or if they bleed to death (be careful around stunned Poppers). Beam and gas weapons will kill or disable them without causing an explosion.&lt;br /&gt;
&lt;br /&gt;
The Popper&#039;s innate ability to generate smoke as they move can s(ometimes) result in the smoke overriding Stun Gas and Alien Gas, which sometimes allows them to run through it unharmed.&lt;br /&gt;
&lt;br /&gt;
Like the [[Brainsucker (Apocalypse)|Brainsucker]], their main strength lies in the element of surprise. To defend against them, a combination of vigilance and good reactions are required when on the ground or in enclosed spaces. [[Marsec_Armor|Flying high]] enough (5 levels high minimum) completely negates their offense if the battlescape allows it. Suicide jumping is possible when recovering a [[Alien_Fast-Attack_Ship_(Apocalypse)|Fast Attack]] craft since easy access to the roof allows them to drop over the edge above the trench onto your agents. Jumping is quite rare however since its purpose is to get as close as possible, as soon as possible, to explode. When a [[Motion_Scanner_(Apocalypse)|Motion Scanner]] is used, Poppers can be easily be detected by their movement pattern, often being a long straight line. In addition, one should listen for it or look for the characteristic smoke trails that signal their presence. &lt;br /&gt;
&lt;br /&gt;
[[Marsec_Proximity_Mine|Proximity Mines]] and [[Boomeroid|Boomeroids]] can be used to lay traps for them, as long as one keeps well away from the blast area. Powerful weapons like the [[Devastator Cannon]] or [[Megapol_Stun_Grapple|Stun Grapple]] are effective at dispatching them. A [[Power_Sword|Power Sword]] can also be handy as it doesn&#039;t cause them to explode, but using it properly requires good timing.&lt;br /&gt;
&lt;br /&gt;
Poppers become significantly less dangerous once Agents start wearing [[X-COM Disruptor Armor]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Innate_Weapons_(Apocalypse)|Innate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Probe_(Apocalypse)&amp;diff=107243</id>
		<title>Alien Probe (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Probe_(Apocalypse)&amp;diff=107243"/>
		<updated>2022-04-19T13:21:41Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_probe_pedia.png|Alien Probe UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_ufo1_icon.png|left|50 px|]]&lt;br /&gt;
The &#039;&#039;&#039;Alien Probe&#039;&#039;&#039; (UFO Type 1) is the unmanned basic ship of the Aliens in [[Apocalypse]]. It is more of a nuisance than a real threat, as it is lightly armed with [[Light Disruptor Beam_(Apocalypse)|Light Disruptor Beam]] (which is apparently destroyed in the crash, since it is not recoverable) and does not transport troops or have any crew. It is very fragile and easily destroyed even early in the game, so salvaging one of these can be tricky.&lt;br /&gt;
The Probe usually accompanies [[Alien Scout Ship (Apocalypse)|Alien Scout Ships]] on their raids.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alien Probe}}[[Image:Ufo1-Alien-Probe.png|Alien Probe UFOPedia picture|right|100px]]&lt;br /&gt;
The structure of the vehicle suggests an organic construction process. The skin is composed of a strong and unusual compound that allows the craft to travel without harm through the Dimension Gates. This unmanned craft is equipped with an unusual type of beam weapon. Its limited capability suggests that it is purely designed to collect information and then return to the Alien Dimension.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia (OpenApoc Cut) }}&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
[[Image:Ufo-01.gif|left|50 px|Alien Probe]]  The Aliens will cease production of this craft after week four, however, it still may be available to the Aliens as an escort if some remain in the Alien Dimension. The Probe does not provide any further [[Research_(Apocalypse)|research]] except its own Craft entry, so recovery of one is not a priority.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&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 align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&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 align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Infiltration Force&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Anthropod (Apocalypse)|Anthropod]], 1 [[Brainsucker (Apocalypse)|Brainsucker]], 2 [[Spitter (Apocalypse)|Spitters]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Scout_Ship_(Apocalypse)&amp;diff=107242</id>
		<title>Alien Scout Ship (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Scout_Ship_(Apocalypse)&amp;diff=107242"/>
		<updated>2022-04-19T13:20:45Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_scout_pedia.png|Scout Ship UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_ufo2_icon.png|left|50 px|]]&lt;br /&gt;
Like the [[Alien Probe (Apocalypse)|Alien Probe]], the &#039;&#039;&#039;Alien Scout Ship&#039;&#039;&#039; (UFO Type 2) is an unmanned and relatively harmless vessel that does not have any serious impact on the research. However, one major difference is that Scout Ship can and will drop alien raiders into the city buildings. Although it is usually a good idea to destroy them before they do so, you might want to let them drop the troops so you can capture them and their equipment. The raiding party apparently dies a slow (or fast), horrible, and incredibly painful death if the Scout Ship is shot down, so you don&#039;t have to fight for the wreck. The small disruptor beam and shield are either destroyed in the crash or the crew spent their final moments destroying it, because they are unrecoverable.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alien Scout Ship}}[[Image:Ufo2-Alien-Scout-Ship.png|Alien Scout UFOPedia picture|right|100px]]&lt;br /&gt;
This vessel appears to be a surveillance craft. Its structure is very strange and there is no evidence of any crew or cargo. The craft&#039;s internals appear to have been intentionally destroyed by the Aliens from a remote location. The craft is armed with small beam weapon. The craft does not appear to be a great threat to the city, but can only be a precursor to more dangerous incursions.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia (OpenApoc Cut) }}&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
[[Image:Ufo-02.gif|Scout Ship|50 px]]  The Aliens will cease production of this craft after week thirteen which is quite late in the game, however, it still may be available to the Aliens as an escort if some remain in the Alien Dimension. The Scout Ship does not provide any further [[Research_(Apocalypse)|research]] except its own Craft entry.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&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 align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Small Disruption Shield (Apocalypse)|Small Disruption Shield]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Infiltration Force&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 [[Multiworm Egg (Apocalypse)|Multiworm Egg]]s, 1 [[Anthropod (Apocalypse)|Anthropod]], 2 [[Brainsucker (Apocalypse)|Brainsuckers]], 2 [[Multiworm (Apocalypse)|Multiworms]], 5 [[Spitter (Apocalypse)|Spitters]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]][[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Escort_Ship_(Apocalypse)&amp;diff=107241</id>
		<title>Talk:Alien Escort Ship (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Escort_Ship_(Apocalypse)&amp;diff=107241"/>
		<updated>2022-04-19T13:18:20Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: Created page with &amp;quot;I&amp;#039;ve never seen an Escort Ship teleport. In fact, the only ship I recall seeing teleport was the Assault Ship.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve never seen an Escort Ship teleport. In fact, the only ship I recall seeing teleport was the Assault Ship.&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Ship_Combat_(Apocalypse)&amp;diff=107225</id>
		<title>Talk:Alien Ship Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Ship_Combat_(Apocalypse)&amp;diff=107225"/>
		<updated>2022-04-19T03:33:30Z</updated>

		<summary type="html">&lt;p&gt;Jasonred79: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Blocking the Dimension Gates ==&lt;br /&gt;
&lt;br /&gt;
I can&#039;t get this to work. Anyone have any luck doing so? It seems to me that, just before the aliens arrive, the dimension gates will move to a different spot. Thus, barricading their OLD location seems useless, since the alien ships will spawn somewhere else.&lt;br /&gt;
&lt;br /&gt;
I feel like the post is a fake tip, and I&#039;m tempted to delete it.&lt;br /&gt;
&lt;br /&gt;
No, its works and it is my prefered tactic to shoot down an Escort Ship before it speeds away to escape.&lt;br /&gt;
Correct:&lt;br /&gt;
:&amp;quot;...the dimension gates will move to a different spot.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
exactly why i wrote:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;...gate so nothing can escape...&amp;quot;&lt;br /&gt;
&amp;quot;..the (trying to) escaping UFO quickly...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
escape: means that is already is present in the cityscape and you are going to block the gate to prevent &#039;&#039;&#039;escape&#039;&#039;&#039; of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 05:21, 19 April 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
thank goodness I ASKED this time instead of going straight to deletion!!! ... I thought that you meant that they can&#039;t get out of the gate and wreck the city. My bad. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 05:33, 19 April 2022 (CEST)&lt;/div&gt;</summary>
		<author><name>Jasonred79</name></author>
	</entry>
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