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	<updated>2026-05-01T04:33:40Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=103953</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=103953"/>
		<updated>2021-10-23T19:38:17Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: /* Enable dark mode theme? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
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__TOC__&lt;br /&gt;
==Featured Projects on Sidebar==&lt;br /&gt;
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.&lt;br /&gt;
It&#039;s arguable for the same reason that Long War shouldn&#039;t on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that&#039;s the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. &lt;br /&gt;
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts.  What about something like: &amp;quot;Other Projects&amp;quot; where it&#039;s a page that lists all other projects occurring for other games? Just a suggestion.  Feel free to ignore me. =D  [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Server Move==&lt;br /&gt;
In the near future we&#039;re going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. &lt;br /&gt;
&lt;br /&gt;
However we&#039;re still not sure if we&#039;re gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We&#039;re trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.&lt;br /&gt;
&lt;br /&gt;
I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)&lt;br /&gt;
==Temporary Domain==&lt;br /&gt;
We completed the server move thanks to NineX, who also upgraded the wiki&#039;s software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we&#039;ll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.&lt;br /&gt;
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
==Piratez in featured projects?==&lt;br /&gt;
It seems out of place that piratez has it&#039;s own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects.  Going to add it if nobody objects.  The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)&lt;br /&gt;
:Only admins can edit Featured Projects. And I object to it. &lt;br /&gt;
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW&#039;s beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game&#039;s release. So LW is really something special that deserved to get its own recognition. &lt;br /&gt;
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez&#039;s popularity. &lt;br /&gt;
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?&lt;br /&gt;
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you&#039;re basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn&#039;t exist if there wasn&#039;t OpenXCom to begin with. &lt;br /&gt;
:Finally, pages with their own suffix (Whatever) don&#039;t necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it&#039;s more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)&lt;br /&gt;
::: Ah okay, but I&#039;m not really convinced, this feels like a matter of scale.  I&#039;m not trying to get it added as a featured project because I&#039;m a fan, it just doesn&#039;t seem right to not have it there regardless of those reasons.  If you look at something like UFO:AI or OpenApoc, on the main featured bar, they&#039;re almost completed unupdated and tiny.  If the idea is that Piratez should have it&#039;s place on this wiki, and not on it&#039;s own wiki, then it really should have a place on the main page.  If it&#039;s not, why is it even on here with hundreds and hundreds of pages?  I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete.  If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I&#039;d recommend adding them as well, though they don&#039;t.  Anyways, just my thoughts, I won&#039;t push this anymore.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)&lt;br /&gt;
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more.  It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki.  Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)&lt;br /&gt;
:::: There are a lot of interesting points in your reply, that I&#039;ll try to answer separately to those, since some I have already considered myself.&lt;br /&gt;
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there&#039;s really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.&lt;br /&gt;
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other&#039;s projects. &lt;br /&gt;
:::: If by Auto-Complete you mean Google&#039;s search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don&#039;t get any Piratez results when I search for XCom things because I don&#039;t play Piratez (and I don&#039;t play LW or LW2 also, but I suggested that they should be added because of their importance).&lt;br /&gt;
:::: And this brings me to another important point, which is that Piratez includes content that some people don&#039;t really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn&#039;t, even inside the OpenXCom community. &lt;br /&gt;
:::: And for instance, I&#039;m the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I&#039;d love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I&#039;m working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn&#039;t.&lt;br /&gt;
:::: Finally, we&#039;re not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren&#039;t any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)&lt;br /&gt;
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it&#039;s just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha.  Somewhat tangential but a bit on topic:  Maybe the front page should just have a section at the top listing all the relevant games on the wiki?  I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it&#039;s really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places.  Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all.  In any case, glad to have talked this out.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)&lt;br /&gt;
::::: Bluh, one last point, I promise.  I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it&#039;d be a bad thing if all OpenXcom mods were featured and I don&#039;t think this would even be bad at all.  E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place.  Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down.  To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don&#039;t see an issue with Area 51, Warhammer 40k, etc having a visible place.&lt;br /&gt;
&lt;br /&gt;
== XCOM 2 section problems ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that there&#039;s loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term &amp;quot;MEC&amp;quot; was spelt wrong in a page title. I&#039;ve been tackling a few of these issues, but I&#039;m just thinking that this isn&#039;t worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they&#039;ve got nearly everything down already.&lt;br /&gt;
&lt;br /&gt;
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis&#039;s new XCOM grouping?&lt;br /&gt;
&lt;br /&gt;
Just a question in editorial direction.&lt;br /&gt;
&lt;br /&gt;
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)&lt;br /&gt;
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Enable dark mode theme? ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to add a dark mode option to this wiki? Something like these:&lt;br /&gt;
https://help.fandom.com/wiki/Converting_to_hydradark&lt;br /&gt;
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS&lt;br /&gt;
&lt;br /&gt;
I see a &amp;quot;Skin&amp;quot; option when I navigate to Preferences &amp;gt; Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear. &lt;br /&gt;
-[[User:JimmAYY2|JimmAYY2]] ([[User talk:JimmAYY2|talk]]) 19:38, 23 October 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=103952</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=103952"/>
		<updated>2021-10-23T19:37:58Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: /* Enable dark mode theme? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Featured Projects on Sidebar==&lt;br /&gt;
I was requested on Discord by user [[Ucross]] to add to the Featured Projects section of the sidebar the mod that he is working on called Long War Rebalance, which is a mod of Long War, and thus a mod of XCOM: Enemy Unknown, and I refused the request for the same reasons I already presented below regarding the Piratez mod for OpenXCom.&lt;br /&gt;
It&#039;s arguable for the same reason that Long War shouldn&#039;t on that list for the same reason, it being a mod, but since Firaxis gave the official recognition to both Long Wars, and even gave support to Long War 2, that&#039;s the difference I see between Long War and all the other mods made for all XCom games, and thus worthy of recognition as significant contributions by and for the community. The same reason behind UFO2000, OpenXCom, OpenApoc and UFO:AI, they are all entire new XCom games built by teams of fans, and the first three are playable, and you can create mods for them. OpenXCom and OpenApoc are in active development. &lt;br /&gt;
As for personal projects to be present on that section, I can think of a ton of projects related to XCom that would deserve to be there, and that would make that list endless an unpractical. And at the end, the objective of this wiki is to inform about the games. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:28, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It still would be nice for players to be able to find all of the mods/projects that this wiki hosts.  What about something like: &amp;quot;Other Projects&amp;quot; where it&#039;s a page that lists all other projects occurring for other games? Just a suggestion.  Feel free to ignore me. =D  [[User:Ucross|Ucross]] ([[User talk:Ucross|talk]]) 16:33, 12 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I am rather partial to this solution myself. The wiki does need to keep its main focus tight as far as its main content is concerned. But nothing says we cannot have a page that acknowledges and point to other projects of interest. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:10, 11 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Server Move==&lt;br /&gt;
In the near future we&#039;re going to move to a new server (hosted by NineX) because of the constant site outages and other technical/security issues that have been affecting the wiki since the last year. NineX currently hosts the OpenXCom forums and site, so I feel that it will be a good move since the OpenXCom community has been the most active in keeping the old XCom games alive. &lt;br /&gt;
&lt;br /&gt;
However we&#039;re still not sure if we&#039;re gonna be able to keep the old domain (www.ufopaedia.org) or if it will be necessary to move to a new one, and ask everybody to update their links. We&#039;re trying to keep the old domain, but right now the choice is to be between keeping things as they currently are, or get the technical/security issues fixed and get back the wiki properly working, even if that means losing the domain and the traffic.&lt;br /&gt;
&lt;br /&gt;
I personally prefer the 2nd option since we need a wiki that is 100% available for both consulting and editing information, like it did in the past. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 14:17, 25 January 2018 (UTC)&lt;br /&gt;
==Temporary Domain==&lt;br /&gt;
We completed the server move thanks to NineX, who also upgraded the wiki&#039;s software. The process required that we moved temporarily to a new domain, ufopaedia.info, but we&#039;ll return to our old domain, ufopaedia.org, as soon as the process is complete. Thanks for your patience :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:40, 28 January 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
Migration finished. ufopaedia.info is redirecting to ufopaedia.org.&lt;br /&gt;
Mediawiki software have been upgraded to latest version , and whole site audited. [[User:NineX|NineX]] ([[User talk:NineX|talk]]), 13:27, 31 January 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
==Piratez in featured projects?==&lt;br /&gt;
It seems out of place that piratez has it&#039;s own table on the UFOpedia, and uses (Piratez) to distinguish its own pages, but is not listed on the featured projects.  Going to add it if nobody objects.  The rationale for adding Long War in this talk pages history (Huge makeover of the original version) pretty much goes doubly so for piratez.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 21:57, 5 May 2019 (CEST)&lt;br /&gt;
:Only admins can edit Featured Projects. And I object to it. &lt;br /&gt;
:I proposed to add Long War because it was the only major mod available to EU/EW, and even got recognition and compliments made by Firaxis (with Jake Solomon joking that he was the guy that designed LW&#039;s beta), which was then extended to hiring the LW team to make official XCOM 2 mods for the game&#039;s release. So LW is really something special that deserved to get its own recognition. &lt;br /&gt;
:Piratez is just one of several total conversions available for OpenXCom, and the intent is not to list all mod projects on Featured Projects, Because then X-Files, Hardmode or Area 51 would also qualify, being also expansions on their own right, although without Piratez&#039;s popularity. &lt;br /&gt;
:Not to mention that there are other current XCom games like XCOM 2 that have also their own mods. So, if Piratez is added, what happens if someone else from another XCOM game, or current projects being developed like OpenApoc, decides to ask for his major mod to be added?&lt;br /&gt;
:The primary intent of this wiki is the XCOM games, and Featured Projects is a way to recognize the hard work and dedication of a few fan projects, OpenXCom being one of them - and if you add Piratez then you&#039;re basically saying that Piratez is at the same level as OpenXCom, when Piratez wouldn&#039;t exist if there wasn&#039;t OpenXCom to begin with. &lt;br /&gt;
:Finally, pages with their own suffix (Whatever) don&#039;t necessarily translate into Featured Projects, check the existing Interceptor and the Enforcer pages, it&#039;s more of a matter of internal page categorization. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:23, 5 May 2019 (CEST)&lt;br /&gt;
::: Ah okay, but I&#039;m not really convinced, this feels like a matter of scale.  I&#039;m not trying to get it added as a featured project because I&#039;m a fan, it just doesn&#039;t seem right to not have it there regardless of those reasons.  If you look at something like UFO:AI or OpenApoc, on the main featured bar, they&#039;re almost completed unupdated and tiny.  If the idea is that Piratez should have it&#039;s place on this wiki, and not on it&#039;s own wiki, then it really should have a place on the main page.  If it&#039;s not, why is it even on here with hundreds and hundreds of pages?  I type in just about any search for x-com related things and see a bunch of piratez pages in the autocomplete.  If X-Files, Hardmode, Area 51 had hundreds of pages on the wiki, I&#039;d recommend adding them as well, though they don&#039;t.  Anyways, just my thoughts, I won&#039;t push this anymore.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:53, 6 May 2019 (CEST)&lt;br /&gt;
:::Edit: https://en.wikipedia.org/wiki/Wikipedia:Orphan explains the argument more.  It The piratez main page is a huge presence on the wiki, and is essentially unaccessable on the wiki.  Which is just not what wikis are about. [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 01:59, 6 May 2019 (CEST)&lt;br /&gt;
:::: There are a lot of interesting points in your reply, that I&#039;ll try to answer separately to those, since some I have already considered myself.&lt;br /&gt;
:::: UFO2000 and UFO:AI are dead projects, UFO2000 had its glory days more than 10 years ago (I was heavily involved with it) and it is playable (although hardly anyone plays it) and UFO:AI was never finished, so there&#039;s really an argument there whether both should still be on Featured Projects. OpenApoc on the other hand is actively being developed right now, they have their own Discord channel and it might take a while, but the general feeling is that one day it will reach 1.0 status, like OpenXCom did.&lt;br /&gt;
:::: Piratez section on its wiki grew up by itself out of the OpenXCom until now, Dioxine or anyone ever asked permission, that I recall, but since we got the space and it is XCom related, no one objected, and the community is pretty supportive of each other&#039;s projects. &lt;br /&gt;
:::: If by Auto-Complete you mean Google&#039;s search bar then the reason why you get so much Piratez results associated with XCom is because it uses your past search history and page views. I don&#039;t get any Piratez results when I search for XCom things because I don&#039;t play Piratez (and I don&#039;t play LW or LW2 also, but I suggested that they should be added because of their importance).&lt;br /&gt;
:::: And this brings me to another important point, which is that Piratez includes content that some people don&#039;t really think belongs in an XCom game, namely it being about space pirates, slaves and mutants against aliens, and with the nudity involved. I know it takes place in an alternate universe where XCom lost the war, but if Firaxis announced that XCOM 3 followed Piratez setting, there would be a huge fan backlash because XCom has almost always been about an international, semi-clandestine organization of humans fighting aliens, and never required nudity to be atractive. Piratez setting and aesthetics appeal to a lot of people but to a lot of others it doesn&#039;t, even inside the OpenXCom community. &lt;br /&gt;
:::: And for instance, I&#039;m the lead developer of Area 51 that was mentioned before, and while it expands the base UFO: Defense game like EW or LW did, if not more, I do not think it should be on Featured Projects because of all the reasons I mentioned before. As a developer I&#039;d love it to be more publicized, but here I need to think first as a wiki administrator, and like I said before, this is an XCOM wiki since it was created 15 years ago, not an OpenXCom one. If this was a wiki dedicated to OXC, then Piratez, Area 51, Tech-Comm (another total conversion I&#039;m working based on the Terminator universe), Warhammer 40k, Dune, and all other major projects, XCom based or not, would belong here, but it isn&#039;t.&lt;br /&gt;
:::: Finally, we&#039;re not talking here about a single orphan article. Orphan articles mean that they can only be accessed by searching the wiki since there aren&#039;t any links to them anywhere. Piratez can be accessed through here https://www.ufopaedia.org/index.php/Mods_(OpenXcom). The issue really is that you think Piratez should be more advertised on the wiki by adding it to Featured Projects, but as I said before, it is questionable whether it deserves to get that sort of attention on an XCOM wiki. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:37, 6 May 2019 (CEST)&lt;br /&gt;
::::: Heh, well in any case, looks like someone else added it to featured projects about a year ago: it&#039;s just on the featured projects at the very bottom of the page, along with all the other featured projects but with piratez squeezed in haha.  Somewhat tangential but a bit on topic:  Maybe the front page should just have a section at the top listing all the relevant games on the wiki?  I remember like a decade ago when it was just the 1994 version/TFT and Apoc and the main page was very organized and clear, but it&#039;s really not now what with the tables of nearly every game on the wiki on the main page and some random lists in random places.  Case in point: Piratez is already considered a featured mod by someone and neither of us noticed until this point, nor did I know even enforcer or these other spinoffs existed that you mentioned earlier existed or were on the wiki at all.  In any case, glad to have talked this out.  [[User:Greep|Greep]] ([[User talk:Greep|talk]]) 11:21, 6 May 2019 (CEST)&lt;br /&gt;
::::: Bluh, one last point, I promise.  I think maybe your having made/worked on a huge mod might be influencing your decision: you make it sound like it&#039;d be a bad thing if all OpenXcom mods were featured and I don&#039;t think this would even be bad at all.  E.g. a lot of games wikis list basically all the relevant large mods for the game in a very visible place.  Example: https://rimworldwiki.com/wiki/Main_Page has a link to a list of pretty much every major mod visible up front without needing to scroll down.  To me it just seemed odd specifically for piratez here since it also had a huge space on the wiki, but I don&#039;t see an issue with Area 51, Warhammer 40k, etc having a visible place.&lt;br /&gt;
&lt;br /&gt;
== XCOM 2 section problems ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that there&#039;s loads of problems in the XCOM 2 sections - misspellings, orphan pages, a lack of organisation, and so on. Even the term &amp;quot;MEC&amp;quot; was spelt wrong in a page title. I&#039;ve been tackling a few of these issues, but I&#039;m just thinking that this isn&#039;t worth having because Fandom have their own wiki at [https://xcom.fandom.com/wiki/XCOM_Wiki] and they&#039;ve got nearly everything down already.&lt;br /&gt;
&lt;br /&gt;
What are we trying to do here - dedicate this wiki to the old X-COM and a few mods (ahem, Long War), or adding in Firaxis&#039;s new XCOM grouping?&lt;br /&gt;
&lt;br /&gt;
Just a question in editorial direction.&lt;br /&gt;
&lt;br /&gt;
--[[User:SpeedofDeath118|SpeedofDeath118]] ([[User talk:SpeedofDeath118|talk]]) 17:08, 16 December 2019 (CET)&lt;br /&gt;
:I think the question is more, what are you interested in doing? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 23:11, 16 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
::The Wiki was set up long before the reboot series, so you could say the classics were its original focus. However it would have been remiss to not accommodate the new games as they appeared. However the wiki thrives or declines entirely on the input of the people that make use of it. If the interest and willingness is there, the sections will grow. If not (looks at the early spinoff titles), then perhaps not so much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 07:31, 17 December 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Enable dark mode theme? ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to add a dark mode option to this wiki? Something like these:&lt;br /&gt;
https://help.fandom.com/wiki/Converting_to_hydradark&lt;br /&gt;
https://www.mediawiki.org/wiki/Skin:Timeless/DarkCSS&lt;br /&gt;
&lt;br /&gt;
I see a &amp;quot;Skin&amp;quot; option when I navigate to Preferences &amp;gt; Appearance (https://www.ufopaedia.org/index.php/Special:Preferences#mw-prefsection-rendering ), but no options other than the default appear.&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Double_Tap_(LWR)&amp;diff=101395</id>
		<title>Template:Double Tap (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Double_Tap_(LWR)&amp;diff=101395"/>
		<updated>2021-06-08T21:10:01Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: 1.33.12 - Double Tap no longer grants +10 aim - It was a little too strong with the ability to move and fire and when it was moving it firing it didn&amp;#039;t get the 10 aim anyway so this focuses its role a little more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SNIPER DOUBLETAP.png|32px|{{{align|center}}}|Double Tap]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Double Tap|Double Tap]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;The first shot with the primary weapon costs 0 AP but restricts further actions to only shooting.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Fire_Rocket_(LWR)&amp;diff=98863</id>
		<title>Template:Fire Rocket (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Fire_Rocket_(LWR)&amp;diff=98863"/>
		<updated>2020-12-13T06:15:00Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: HP effect on scatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY FIREROCKET.png|32px|{{{align|center}}}|Fire Rocket]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Fire Rocket|Fire Rocket]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP doubles scatter. 2 turn cooldown.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=93882</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=93882"/>
		<updated>2020-07-22T21:17:19Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: Updated plasma weapons from text descriptions in \Localization\INT\XComGame.int&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;For detailed charts, see&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;[[Primary Weapons (LWR)]]&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;[[Secondary Weapons (LWR)]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are still five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Explosives still do not deal fixed damage, while their damage reduces the further a target is from the center of the blast, this penelty is not longer as harsh, with explosives dealing a minimum of 50% damage to targets at the edge of their explosive range, instead of 25%. &lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon.&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim for their next turn. &lt;br /&gt;
* Rookies cannot use pistols.&lt;br /&gt;
* Weapons are more accurate at close range.&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2. &lt;br /&gt;
* Arc Thrower is redesigned as an Stun Rifle, more effective in capturing but now counts as a primary weapon. (Enemies at 1-2hp are very likely to be stunned now)&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant amount of minor and major changes to weapons and support items in Long War Rebalance. &lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
* nothing special&lt;br /&gt;
&lt;br /&gt;
* base 4 damage&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
* +5 aim&lt;br /&gt;
* +10 crit&lt;br /&gt;
* +25% crit damage&lt;br /&gt;
* +0.6 mobility&lt;br /&gt;
&lt;br /&gt;
* base 4 damage&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
* nothing special initially&lt;br /&gt;
* Quenchgun foundry upgrade grants +1 damage penetration against mechanical units.&lt;br /&gt;
&lt;br /&gt;
* base 6 damage&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
* +5 aim&lt;br /&gt;
* +10 crit&lt;br /&gt;
* +25% crit damage&lt;br /&gt;
* +0.6 mobility&lt;br /&gt;
&lt;br /&gt;
* base 6 damage&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma Rifle: +3 damage against biological units&lt;br /&gt;
*Heavy Plasma Rifle: +5 damage against targets in cover&lt;br /&gt;
*Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): +2 damage against flying targets &lt;br /&gt;
*MEC Partical Cannon (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War Rebalance adds several new types of primary and secondary weapons, while retaining and reworking the remainder. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Machine Pistols&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Pistols&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Steady weapon remains as a standard action, which will end the turn when used. The action now grants +50 aim and +50 crit aim for the next shot, up from just +20 aim. However a soldier can only steady aim if they can see a enemy unit at the end of their turn, this bonus will be lost if the unit does not have sight on any enemy unit at the start of their turn. &lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War Rebalance explosives continue to no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
This behavior can be &#039;reverted&#039; to the original mechanics by taking the &#039;&#039;Tandem Warheads&#039;&#039; perk, which causes the perk holder&#039;s explosives do to full damage across their entire blast radius. The perk is normally available to [[Engineer (Long War)|Engineer]]s, [[Rocketeer (Long War)|Rocketeer]]s, and [[Archer (Long War)|Archer MEC]]s; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s aim, with higher aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets cannot change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
== Arc Thrower/Stun Rifle ==&lt;br /&gt;
The Arc Thrower has been renamed as the Stun Rifle, which is now a primary weapon. In Long War Rebalance, the chance to stun non-robotic aliens successfully has been increased significantly from the base Long War, so long as a hostile has 1-2 health (or 1-5 health with the Improved Arc Thrower foundry project). See the following table for details. (TABLE TO BE UPDATED)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:700px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|+ Stun Chance&lt;br /&gt;
|-&lt;br /&gt;
! Type / Alien HP !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8+&lt;br /&gt;
|-&lt;br /&gt;
! Arc Thrower &lt;br /&gt;
| XX% || XX% || XX% || XX% || low || low || low || low&lt;br /&gt;
|-&lt;br /&gt;
! Improved Arc Thrower&lt;br /&gt;
| XX% || XX% || XX% || XX% || XX% || XX% || XX% || low&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Also, the Stun Rifle has two charges by default.&#039;&#039;Packmaster&#039;&#039; no longer increases the amount of charges the Stun Rifle has, however the &#039;&#039;Improved Arc Thrower&#039;&#039; foundry project will increase the amount of charges by +1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Primary Weapons (LWR)]]&lt;br /&gt;
*[[Secondary Weapons (LWR)]]&lt;br /&gt;
&lt;br /&gt;
{{Loadout(LWR) Navbar}}&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=93881</id>
		<title>Soldiers (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(LWR)&amp;diff=93881"/>
		<updated>2020-07-22T20:19:10Z</updated>

		<summary type="html">&lt;p&gt;JimmAYY2: /* Injury */ explain what wolverine blood is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
== Squad Sizes ==&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. They can not be increased through Officer Training School upgrades.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Mission Type&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Squad Size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| UFO raids, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Abductions, Council, Terror, and Covert Op Data Recovery missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Covert Op Extractions&lt;br /&gt;
|| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Temple Assault&lt;br /&gt;
|| 7-10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Temple Assault soldiers = 7 + 1 for every 5 council nations still supporting XCOM&lt;br /&gt;
*The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on both Covert Operative missions.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. You have some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk. When assigned to become a MEC each specialism creates one MEC class.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Specialism&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Soldier Classes&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | MEC Class&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Scout-Sniper&lt;br /&gt;
|| Scout&amp;lt;Br&amp;gt;Sniper&lt;br /&gt;
|| Jaeger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Tactical&lt;br /&gt;
|| Infantry&amp;lt;Br&amp;gt;Assault&lt;br /&gt;
|| Marauder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Weapons&lt;br /&gt;
|| Gunner&amp;lt;Br&amp;gt;Rocketeer&lt;br /&gt;
|| Goliath&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Support&lt;br /&gt;
|| Medic&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
|| Shogun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Long War Rebalance classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works well with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Medic can cancel out overwatch fire for the Assault using Concussion Grenades with Smoke and Mirrors, allowing the Assault to move up, providing cover with a Smoke Grenade afterwards.&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission.&lt;br /&gt;
&lt;br /&gt;
The Second Wave option &#039;&#039;&#039;Consistent Fatigue (#35)&#039;&#039;&#039; disables fatigue increasing with the number of turns passed and reverts to base fatigue value of 5 days, like in Long War.&lt;br /&gt;
&lt;br /&gt;
While fatigued soldiers may still be deployed on missions, their fatigue will increase and they may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
*Chance for &#039;&#039;&#039;Fatigued&#039;&#039;&#039; (1 AP loss): 3% per day of fatigue&lt;br /&gt;
*Chance for &#039;&#039;&#039;Exhausted&#039;&#039;&#039; (2 AP loss): 1% per day of fatigue&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Fatigue ===&lt;br /&gt;
&lt;br /&gt;
==== Base Fatigue==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Event&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Fatigue Time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Any Mission&lt;br /&gt;
|| +1 day&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| Every Turn on a Mission&lt;br /&gt;
|| +0.25 days (SHIVs exempt)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Base Fatigue Modifiers ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Ability&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Base Fatigue Time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Stay Frosty&#039;&#039;&#039;&lt;br /&gt;
|| -10%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&lt;br /&gt;
|| -15%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|| -40%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&lt;br /&gt;
|| -20%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Vortex Armor&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; higher than 30&lt;br /&gt;
|| -1% per Base Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; lower than 30&lt;br /&gt;
|| +1% per Base Will&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Previous Fatigue==== &lt;br /&gt;
 Any previously fatigued soldier that goes on a mission will have all their fatigue they had before going on the mission increased by 50% and added to their new fatigue&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Fatigue ===&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go. &lt;br /&gt;
&lt;br /&gt;
Once you have researched &#039;&#039;&#039;Meld&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039; which will reduce any soldier&#039;s fatigue/injury time by 50% for the cost of 50 meld.&lt;br /&gt;
&lt;br /&gt;
SHIVs are excellent at minimizing fatigue as not only do they help bolster your roster but they also receive no extra fatigue for turns spent on a mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fatigue times and AP loss chances are affected by Dynamic War.&lt;br /&gt;
 Base fatigue times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Injuries ===&lt;br /&gt;
&lt;br /&gt;
==== Base Injury ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Base Injury time&#039;&#039;&#039;: 60 days x Base HP% Lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 60 days * 20%, or 12 days.&lt;br /&gt;
&lt;br /&gt;
==== Base Injury Modifiers==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Ability&lt;br /&gt;
! align=&amp;quot;center&amp;quot; padding: 7px;&amp;quot; | Base Injury Time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;SHIVs&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
|| -25% (MECs and SHIVs only)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039;&lt;br /&gt;
|| -15% (MECs and soldiers only)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Advanced Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Base HP&#039;&#039;&#039; higher than 6/10 (soldier/MEC)&lt;br /&gt;
|| -4% per Base HP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Base HP&#039;&#039;&#039; lower than 6/10 (soldier/MEC)&lt;br /&gt;
|| +4% per Base HP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|| &#039;&#039;&#039;Wolverine Blood&#039;&#039;&#039; (Second Wave option)&lt;br /&gt;
|| -50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Injuries and Fatigue ==== &lt;br /&gt;
 All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.&lt;br /&gt;
&lt;br /&gt;
=== Healing Injuries ===&lt;br /&gt;
&lt;br /&gt;
The first way is simply by letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.&lt;br /&gt;
&lt;br /&gt;
The second way is once you have researched &#039;&#039;&#039;Meld&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039; which will reduce any soldier&#039;s fatigue/injury time by 50% for the cost of 50 meld.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Injuries ===&lt;br /&gt;
&lt;br /&gt;
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy soldiers with &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;, SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; and &#039;&#039;&#039;First Aid&#039;&#039;&#039; perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Injury times are affected by Dynamic War.&lt;br /&gt;
 Base injury times are increased by 0/10/20/30% on the difficulties of Normal/Classic/Brutal/Impossible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Soldier Stats ==&lt;br /&gt;
Soldiers have fully randomized starting stats. However, the starting 15 soldiers will have preset, non-random stats. Note that multiple Second Wave options exist that can change this. &#039;&#039;Balanced Soldiers (#31)&#039;&#039; will re-enable the point system for randomly-generated soldiers, and &#039;&#039;Fresh Recruits (#33)&#039;&#039; will replaces the starting 15 soldiers with randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
Soldiers all have a Defense stat of 0.&lt;br /&gt;
&lt;br /&gt;
Stat progression for soldier ranks has been altered to provide approximately half of the stats at SPEC rank, and the remaining stats are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod&#039;s difficulty curve.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 400px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 32%;&amp;quot; | Class &lt;br /&gt;
! style=&amp;quot;width: 17%; padding: 10px 8px 8px 8px;&amp;quot; | {{Health (Long War)}} total &lt;br /&gt;
! style=&amp;quot;width: 17%; padding: 10px 8px 8px 8px;&amp;quot; | {{Aim (Long War)}} total &lt;br /&gt;
! style=&amp;quot;width: 17%; padding: 10px 8px 8px 8px;&amp;quot; | {{Will (Long War)}} total &lt;br /&gt;
! style=&amp;quot;width: 17%; padding: 10px 8px 8px 8px;&amp;quot; | {{Mobility (Long War)}} bonus&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Assault&#039;&#039;&#039; || 2 || 5 || 10 || 0.6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Infantry&#039;&#039;&#039; || 2 || 15 || 20 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; || 3 || 5 || 10 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Gunner&#039;&#039;&#039; || 2 || 5 || 10 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Sniper&#039;&#039;&#039; || - || 20 || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Scout&#039;&#039;&#039; || - || 10 || 15 || 0.6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Medic&#039;&#039;&#039; || - || 10 || 10 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Engineer&#039;&#039;&#039; || 1 || 10 || 20 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soldiers at MSGT rank have a chance to gain +1 in each stat after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will. These chances are increased or reduced by 1% for each point lower or higher the soldier&#039;s stats are compared to the natural maximum base stats, respectively.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>JimmAYY2</name></author>
	</entry>
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