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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KOKON</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KOKON"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/KOKON"/>
	<updated>2026-05-03T09:13:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45124</id>
		<title>Open Questions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45124"/>
		<updated>2013-03-11T13:59:01Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of gameplay mechanics which hasn&#039;t yet been entirely analyzed or discovered and other interesting stuff. One can conceive of this page as a wishlist/TODO for X-COM analysis and for UFOpaedia X-COM 1 articles. It&#039;s possible that some of the questions below have already been answered here or in other forums, or that more questions are unanswered, so edit freely!&lt;br /&gt;
&lt;br /&gt;
*[[Talk:UFO Interception#Review of Air Combat Mechanics|Air Combat Mechanics]]: Control of range, attack modes. UFO damage &amp;amp; accuracy. Multiple attackers. Plus equivalent TFTD issues. &lt;br /&gt;
&lt;br /&gt;
*[[Accuracy_formula]]: How is the path for &#039;missed&#039; shots calculated? Does it vary per weapon type? What is the spread per distance?&lt;br /&gt;
&lt;br /&gt;
*[[Battlescape_Map_Generation]]: How X-COM equipment is placed in the case of base missions? Do map modules that contain craft have their usual nodes loaded or not?&lt;br /&gt;
&lt;br /&gt;
*Operation of the AI is not fully understood. See [[Alien movement patterns]], [[Alien Inventory Use]], [[Wish_List_(EU)#Alien_AI]], [[Wish_List_(TFTD)#Battlescape]] (non-use of melee weapons, use of grenades, etc).&lt;br /&gt;
&lt;br /&gt;
*[[Alien_Missions]]: How are Alien missions generated and how do the player&#039;s action influence the generator? Are all countries (except Russia) doomed to fall under alien influence, assuming indefinite gameplay where player downs all UFOs perfectly? We know that:&lt;br /&gt;
&lt;br /&gt;
:*The mission generator assigns a Research mission to the region of the player&#039;s first base at game start, with ETA of 2.5h (unlike the usual ETA for 0/0).&lt;br /&gt;
&lt;br /&gt;
:*The OSG says (per [[Difficulty Levels]] article) the Aliens are more likely to abandon or delay missions on lower difficulty.&lt;br /&gt;
&lt;br /&gt;
:*Scoring-wise, Alien missions are considered successful once the landed UFO takes off. Missions can succeed more than once.&lt;br /&gt;
&lt;br /&gt;
:*Alien Infiltration in its final stage can&#039;t be stopped, even if all the UFOs are shot down before landing.&lt;br /&gt;
&lt;br /&gt;
:*Alien Retaliation (once X-COM base is discovered) mission generation can only be stopped by letting the aliens land and defeating them. Otherwise the aliens will just send more battleships.&lt;br /&gt;
&lt;br /&gt;
:*Alien Terror missions can be stopped by blowing up (or scaring away) the Terror ship.&lt;br /&gt;
&lt;br /&gt;
:*Is there 100% certainty that Russia will never be subverted (has anyone seen it occuring to Russia?) Perhaps it depends on the game version?&lt;br /&gt;
&lt;br /&gt;
*What are the &amp;quot;internal balancing mechanisms&amp;quot; spoken about by Julian Gollop [http://www.next-gen.biz/features/making-x-com-enemy-unknown here]? Does this have anything to do with the mission generator?&lt;br /&gt;
&lt;br /&gt;
:*As your organisation becomes stronger (through research &amp;amp; score), more powerful aliens start to appear with larger weapons. Catch is, the stronger the aliens get, the stronger X-COM gets, so the &amp;quot;mechanisms&amp;quot; aren&#039;t all that effective once you&#039;ve got your more important research projects done.&lt;br /&gt;
&lt;br /&gt;
*Add something about the X-COM novelizations. I&#039;ve been informed that they were horrendous...&lt;br /&gt;
:*Many years ago (about 1998?), a copy of the Diane Duane novel was passed around amongst the alt.games.x-com regulars. My memory&#039;s rather sketchy but I recall a standard pulp sci-fi with some X-Com words thrown in. The scale of the novel was much larger - I believe there was a part where hundreds oT troops stormed out of an Avenger to assault an alien base. Apart from that, I don&#039;t remember much. [[User:Off the Rails|Off the Rails]] 18:08, 2 February 2011 (EST)&lt;br /&gt;
:*There is a Vladimir Vasiliev book in russian. It is named &amp;quot;UFO: Враг неизвестен&amp;quot; http://fantlab.ru/work10017&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34905</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34905"/>
		<updated>2012-03-29T13:56:01Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Karadoc&#039;s Apoc Mod==&lt;br /&gt;
&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - Probably the best mod for xcom apoc. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;br /&gt;
&lt;br /&gt;
===Detailed features===&lt;br /&gt;
All of my playtesting was done on superhuman difficulty, and for full effect I recommend excising your willpower by not save-scumming (ie. reloading your save game when something bad happens to you) and also not stunraiding. This mod is meant to be challenging, so don&#039;t cheapen the challenge for yourself. I almost always use turn-based mode. Since I haven&#039;t done much testing in real-time mode I don&#039;t know if it is still winnable like that or not. I just prefer turn-based strategy.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a summery of what has been changed.&lt;br /&gt;
&lt;br /&gt;
Research:&lt;br /&gt;
 - Most research takes longer&lt;br /&gt;
 - The bio tech tree has been changed&lt;br /&gt;
   - autotopsies are required before live alien research (except in special cases)&lt;br /&gt;
   - The requirements for &amp;quot;The Alien Genetic Structure&amp;quot; are Anthropod, Spitter, and Brainsucker.&lt;br /&gt;
   - The requirements for &amp;quot;Biological Warfare&amp;quot; are The Alien Genetic Structure and Multiworm Egg.&lt;br /&gt;
   - (Other bio requirements have not been changed as far as I remember)&lt;br /&gt;
 - The Retaliator research now requires UFO type 7 (bomber) instead of type 6 (assult ship)&lt;br /&gt;
&lt;br /&gt;
Units:&lt;br /&gt;
 - Most aliens and hostile humans are more powerful&lt;br /&gt;
 - There will be a greater number of alien ships constructed each week&lt;br /&gt;
 - Some alien missions will bring more ships&lt;br /&gt;
 - More aliens will be deposited by alien ships&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Toxin guns are much less powerful (much less damage and lower firing rate) and harder to acquire (more expensive, longer to research)&lt;br /&gt;
 - Disruptor shields are now extremely vulnerable to entropy enzyme attacks, and they are somewhat vulnerable to plasma attacks and explosions. &lt;br /&gt;
   They are also slightly heavier, so that it is less attractive to carry two of them. Watch out for aliens with entropy launchers! Hyperworms now do entropy damage to take advantage of the weakness in the disruptor shields, and spitters are also particularly more dangerous.&lt;br /&gt;
 - Laser rifles are more accurate&lt;br /&gt;
 - Valkyrie Interceptors are a bit stronger&lt;br /&gt;
 - Entropy launches and dimension missile launches fire more rapidly&lt;br /&gt;
 - Disruptor armour is a bit less powerful&lt;br /&gt;
 - High explosives are lighter, so that they might actually be useful.&lt;br /&gt;
 - ... other minor changes like that&lt;br /&gt;
 - Some equipment costs have been changed (particularly hoverbikes and xcom produced equipment)&lt;br /&gt;
 - Most building maintenance costs have been increased&lt;br /&gt;
 - Government funding to XCOM has been slightly increased to absorb some of the equipment cost increases. (The goal of the cost increases was to rebalance rather than to make money tighter)&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34902</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34902"/>
		<updated>2012-03-29T10:38:20Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Karadoc&#039;s Apoc Mod==&lt;br /&gt;
&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - Probably the best mod for xcom apoc. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;br /&gt;
&lt;br /&gt;
===Detailed features===&lt;br /&gt;
All of my playtesting was done on superhuman difficulty, and for full effect I recommend excising your willpower by not save-scumming (ie. reloading your save game when something bad happens to you) and also not stunraiding. This mod is meant to be challenging, so don&#039;t cheapen the challenge for yourself. I almost always use turn-based mode. Since I haven&#039;t done much testing in real-time mode I don&#039;t know if it is still winnable like that or not. I just prefer turn-based strategy.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a summery of what has been changed.&lt;br /&gt;
&lt;br /&gt;
Research:&lt;br /&gt;
 - Most research takes longer&lt;br /&gt;
 - The bio tech tree has been changed&lt;br /&gt;
   - autotopsies are required before live alien research (except in special cases)&lt;br /&gt;
   - The requirements for &amp;quot;The Alien Genetic Structure&amp;quot; are Anthropod, Spitter, and Brainsucker.&lt;br /&gt;
   - The requirements for &amp;quot;Biological Warfare&amp;quot; are The Alien Genetic Structure and Multiworm Egg.&lt;br /&gt;
   - (Other bio requirements have not been changed as far as I remember)&lt;br /&gt;
 - The Retaliator research now requires UFO type 7 (bomber) instead of type 6 (assult ship)&lt;br /&gt;
&lt;br /&gt;
Units:&lt;br /&gt;
 - Most aliens and hostile humans are more powerful&lt;br /&gt;
 - There will be a greater number of alien ships constructed each week&lt;br /&gt;
 - Some alien missions will bring more ships&lt;br /&gt;
 - More aliens will be deposited by alien ships&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Toxin guns are much less powerful (much less damage and lower firing rate) and harder to acquire (more expensive, longer to research)&lt;br /&gt;
 - Disruptor shields are now extremely vulnerable to entropy enzyme attacks, and they are somewhat vulnerable to plasma attacks and explosions. They are also slightly heavier, so that it is less attractive to carry two of them. Watch out for aliens with entropy launchers! Hyperworms now do entropy damage to take advantage of the weakness in the disruptor shields, and spitters are also particularly more dangerous.&lt;br /&gt;
 - Laser rifles are more accurate&lt;br /&gt;
 - Valkyrie Interceptors are a bit stronger&lt;br /&gt;
 - Entropy launches and dimension missile launches fire more rapidly&lt;br /&gt;
 - Disruptor armour is a bit less powerful&lt;br /&gt;
 - High explosives are lighter, so that they might actually be useful.&lt;br /&gt;
 - ... other minor changes like that&lt;br /&gt;
 - Some equipment costs have been changed (particularly hoverbikes and xcom produced equipment)&lt;br /&gt;
 - Most building maintenance costs have been increased&lt;br /&gt;
 - Government funding to XCOM has been slightly increased to absorb some of the equipment cost increases. (The goal of the cost increases was to rebalance rather than to make money tighter)&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34901</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34901"/>
		<updated>2012-03-29T10:37:31Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Karadoc&#039;s Apoc Mod==&lt;br /&gt;
&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - Probably the best mod for xcom apoc. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;br /&gt;
&lt;br /&gt;
===Detailed features===&lt;br /&gt;
All of my playtesting was done on superhuman difficulty, and for full effect I recommend excising your willpower by not save-scumming (ie. reloading your save game when something bad happens to you) and also not stunraiding. This mod is meant to be challenging, so don&#039;t cheapen the challenge for yourself. I almost always use turn-based mode. Since I haven&#039;t done much testing in real-time mode I don&#039;t know if it is still winnable like that or not. I just prefer turn-based strategy.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a summery of what has been changed.&lt;br /&gt;
&lt;br /&gt;
Research:&lt;br /&gt;
 - Most research takes longer&lt;br /&gt;
 - The bio tech tree has been changed&lt;br /&gt;
   - autotopsies are required before live alien research (except in special cases)&lt;br /&gt;
   - The requirements for &amp;quot;The Alien Genetic Structure&amp;quot; are Anthropod, Spitter, and Brainsucker.&lt;br /&gt;
   - The requirements for &amp;quot;Biological Warfare&amp;quot; are The Alien Genetic Structure and Multiworm Egg.&lt;br /&gt;
   - (Other bio requirements have not been changed as far as I remember)&lt;br /&gt;
 - The Retaliator research now requires UFO type 7 (bomber) instead of type 6 (assult ship)&lt;br /&gt;
&lt;br /&gt;
Units:&lt;br /&gt;
 - Most aliens and hostile humans are more powerful&lt;br /&gt;
 - There will be a greater number of alien ships constructed each week&lt;br /&gt;
 - Some alien missions will bring more ships&lt;br /&gt;
 - More aliens will be deposited by alien ships&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Toxin guns are much less powerful (much less damage and lower firing rate) and harder to acquire (more expensive, longer to research)&lt;br /&gt;
 - Disruptor shields are now extremely vulnerable to entropy enzyme attacks, and they are somewhat vulnerable to plasma attacks and explosions. They are also slightly heavier, so that it is less attractive to carry two of them. Watch out for aliens with entropy launchers! Hyperworms now do entropy damage to take advantage of the weakness in the disruptor shields, and spitters are also particularly more dangerous.&lt;br /&gt;
 - Laser rifles are more accurate&lt;br /&gt;
 - Valkyrie Interceptors are a bit stronger&lt;br /&gt;
 - Entropy launches and dimension missile launches fire more rapidly&lt;br /&gt;
 - Disruptor armour is a bit less powerful&lt;br /&gt;
 - High explosives are lighter, so that they might actually be useful.&lt;br /&gt;
 - ... other minor changes like that&lt;br /&gt;
 - Some equipment costs have been changed (particularly hoverbikes and xcom produced equipment)&lt;br /&gt;
 - Most building maintenance costs have been increased&lt;br /&gt;
 - Government funding to XCOM has been slightly increased to absorb some of the equipment cost increases. (The goal of the cost increases was to rebalance rather than to make money tighter)&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34900</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34900"/>
		<updated>2012-03-29T10:36:23Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - Probably the best mod for xcom apoc. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
All of my playtesting was done on superhuman difficulty, and for full effect I recommend excising your willpower by not save-scumming (ie. reloading your save game when something bad happens to you) and also not stunraiding. This mod is meant to be challenging, so don&#039;t cheapen the challenge for yourself. I almost always use turn-based mode. Since I haven&#039;t done much testing in real-time mode I don&#039;t know if it is still winnable like that or not. I just prefer turn-based strategy.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a summery of what has been changed.&lt;br /&gt;
&lt;br /&gt;
Research:&lt;br /&gt;
 - Most research takes longer&lt;br /&gt;
 - The bio tech tree has been changed&lt;br /&gt;
   - autotopsies are required before live alien research (except in special cases)&lt;br /&gt;
   - The requirements for &amp;quot;The Alien Genetic Structure&amp;quot; are Anthropod, Spitter, and Brainsucker.&lt;br /&gt;
   - The requirements for &amp;quot;Biological Warfare&amp;quot; are The Alien Genetic Structure and Multiworm Egg.&lt;br /&gt;
   - (Other bio requirements have not been changed as far as I remember)&lt;br /&gt;
 - The Retaliator research now requires UFO type 7 (bomber) instead of type 6 (assult ship)&lt;br /&gt;
&lt;br /&gt;
Units:&lt;br /&gt;
 - Most aliens and hostile humans are more powerful&lt;br /&gt;
 - There will be a greater number of alien ships constructed each week&lt;br /&gt;
 - Some alien missions will bring more ships&lt;br /&gt;
 - More aliens will be deposited by alien ships&lt;br /&gt;
&lt;br /&gt;
Equipment:&lt;br /&gt;
 - Toxin guns are much less powerful (much less damage and lower firing rate) and harder to acquire (more expensive, longer to research)&lt;br /&gt;
 - Disruptor shields are now extremely vulnerable to entropy enzyme attacks, and they are somewhat vulnerable to plasma attacks and explosions. They are also slightly heavier, so that it is less attractive to carry two of them. Watch out for aliens with entropy launchers! Hyperworms now do entropy damage to take advantage of the weakness in the disruptor shields, and spitters are also particularly more dangerous.&lt;br /&gt;
 - Laser rifles are more accurate&lt;br /&gt;
 - Valkyrie Interceptors are a bit stronger&lt;br /&gt;
 - Entropy launches and dimension missile launches fire more rapidly&lt;br /&gt;
 - Disruptor armour is a bit less powerful&lt;br /&gt;
 - High explosives are lighter, so that they might actually be useful.&lt;br /&gt;
 - ... other minor changes like that&lt;br /&gt;
 - Some equipment costs have been changed (particularly hoverbikes and xcom produced equipment)&lt;br /&gt;
 - Most building maintenance costs have been increased&lt;br /&gt;
 - Government funding to XCOM has been slightly increased to absorb some of the equipment cost increases. (The goal of the cost increases was to rebalance rather than to make money tighter)&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34899</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34899"/>
		<updated>2012-03-29T10:22:15Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - Probably the best mod for xcom apoc. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34898</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34898"/>
		<updated>2012-03-29T10:20:26Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34897</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34897"/>
		<updated>2012-03-29T10:16:11Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. It was designed to play turn based mode but it is also winnable in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34883</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34883"/>
		<updated>2012-03-25T20:55:34Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser Sniper Gun is still useless but now it has 98 accuracy instead of 95. &lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hospital_(Apocalypse)&amp;diff=34881</id>
		<title>Talk:Hospital (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hospital_(Apocalypse)&amp;diff=34881"/>
		<updated>2012-03-25T18:54:52Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can i heal my soldiers in hospital? --[[User:KOKON|KOKON]] 14:54, 25 March 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hospital_(Apocalypse)&amp;diff=34880</id>
		<title>Talk:Hospital (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hospital_(Apocalypse)&amp;diff=34880"/>
		<updated>2012-03-25T18:54:38Z</updated>

		<summary type="html">&lt;p&gt;KOKON: Created page with &amp;quot;Can i heal my soldiers in hospital?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can i heal my soldiers in hospital?&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=34862</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=34862"/>
		<updated>2012-03-21T10:16:09Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34861</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34861"/>
		<updated>2012-03-21T09:58:25Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34860</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34860"/>
		<updated>2012-03-21T09:58:14Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34859</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34859"/>
		<updated>2012-03-21T09:57:51Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34858</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34858"/>
		<updated>2012-03-21T09:57:38Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34857</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34857"/>
		<updated>2012-03-21T09:57:27Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34856</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34856"/>
		<updated>2012-03-21T09:57:14Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34855</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34855"/>
		<updated>2012-03-21T09:56:35Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
  My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields),&lt;br /&gt;
  and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34854</id>
		<title>Mods (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Apocalypse)&amp;diff=34854"/>
		<updated>2012-03-21T09:55:59Z</updated>

		<summary type="html">&lt;p&gt;KOKON: Created page with &amp;quot;&amp;lt;b&amp;gt;Karadoc&amp;#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&amp;#039;t be so much interresting after playing it.    My goals in making ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Karadoc&#039;s Apoc Mod&amp;lt;/b&amp;gt; - great mod that rebalances and improves many aspects of the game. Pure xcom apoc won&#039;t be so much interresting after playing it.&lt;br /&gt;
&lt;br /&gt;
  My goals in making this mod were to make Apocalypse more balanced (particularly to reduce the power of toxin guns and disruptor shields), and also the make the game more challenging. I&#039;ve tried to balance the game so that I will only win if I play at my best (without reloads, etc). I&#039;m not sure how challenging other people will find it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
last verson 0.9 - 5 march 2009&lt;br /&gt;
download link: http://www.strategycore.co.uk/files/index.php?dlid=720&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=34853</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=34853"/>
		<updated>2012-03-21T09:44:23Z</updated>

		<summary type="html">&lt;p&gt;KOKON: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Patches, Mods, Utilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>KOKON</name></author>
	</entry>
</feed>