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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KayDat</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T04:30:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Live_Alien_Research&amp;diff=121169</id>
		<title>Live Alien Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Live_Alien_Research&amp;diff=121169"/>
		<updated>2025-03-22T07:51:15Z</updated>

		<summary type="html">&lt;p&gt;KayDat: Fix link typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Researching live aliens will provide a variety of information.  The type of information revealed is usually dependent on the alien&#039;s rank (or type).  &lt;br /&gt;
&lt;br /&gt;
Here is an overview of the research each alien type can produce:&lt;br /&gt;
&lt;br /&gt;
*Any Live Alien: [[Alien Origins]] and information on its own species&lt;br /&gt;
*Alien [[Soldier (Alien Rank)|Soldier]] or [[Terrorist (Alien Rank)|Terrorist]]: Nothing, beyond information on its own species&lt;br /&gt;
*Alien [[Medic (Alien Rank)|Medic]]: information on other [[#Alien Species|alien species]]&lt;br /&gt;
*Alien [[Navigator (Alien Rank)|Navigator]]: [[Alien Missions]] and [[Hyper-wave Decoder]]&lt;br /&gt;
*Alien [[Engineer (Alien Rank)|Engineer]]: [[#Alien ships|Alien Ships]]&lt;br /&gt;
*Alien [[Leader (Alien Rank)|Leader]] (or Commander): [[The Martian Solution]]&lt;br /&gt;
*Alien [[Commander (Alien Rank)|Commander]]: [[Cydonia or Bust]]&lt;br /&gt;
*Sectoid Leader or Commander, or any Ethereal: [[Psionic Laboratory]]&lt;br /&gt;
&lt;br /&gt;
Researching a live alien will produce a &amp;quot;live alien&amp;quot; entry and can sometimes produce other [[UFOpaedia]] entries or even unlock new research topics, as detailed above.  The first live alien of any type you study will unlock the [[Alien Research#Alien Origins|Alien Origins]] topic.  Researching an alien will often produce no new UFOpaedia entries, if everything that could be learned from that alien type has already been discovered.&lt;br /&gt;
&lt;br /&gt;
Most of the UFOpaedia entries generated by studying live aliens are of no intrinsic value, although sometimes they will provide insight into in-game alien behavior or characteristics.  Sometimes the information provided is misleading.  If nothing else, though, they are fun to read.&lt;br /&gt;
&lt;br /&gt;
Each [[#Alien species|alien species]] (including autopsies), [[#Alien missions|alien mission]], or [[#Alien ships|alien ship]] entry added to the UFOpaedia will earn the player 50 points.&lt;br /&gt;
&lt;br /&gt;
=== Alien Types ===&lt;br /&gt;
&lt;br /&gt;
There are 29 different alien race/rank combos in the game: &lt;br /&gt;
&lt;br /&gt;
*Sectoid Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Snakeman Soldier, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Ethereal Soldier, Leader, or Commander&lt;br /&gt;
*Muton Soldier, Navigator, or Engineer&lt;br /&gt;
*Floater Soldier, Medic, Navigator, Engineer, Leader, or Commander&lt;br /&gt;
*Celatid Terrorist&lt;br /&gt;
*Silacoid Terrorist&lt;br /&gt;
*Chryssalid Terrorist&lt;br /&gt;
*Reaper Terrorist&lt;br /&gt;
*Sectopod Terrorist&lt;br /&gt;
*Cyberdisc Terrorist&lt;br /&gt;
&lt;br /&gt;
One does not need to capture all of the alien-rank combinations to produce every possible UFOpaedia entry in the game.  Enough Medics, Navigators, and Engineers of any sort will eventually fill out your UFOpaedia completely (although you must study at least one Leader and Commander, as [[#The Minimum Three|detailed above]]).&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Navigators.  Captured Navigators may give information on mission types other than the type they were engaged in when captured.&lt;br /&gt;
&lt;br /&gt;
*[[Alien Missions#Alien Research|Alien Research]]&lt;br /&gt;
*[[Alien Missions#Alien Harvest|Alien Harvest]]&lt;br /&gt;
*[[Alien Missions#Alien Abduction|Alien Abduction]]&lt;br /&gt;
*[[Alien Missions#Alien Infiltration|Alien Infiltration]]&lt;br /&gt;
*[[Alien Missions#Alien Base|Alien Base]]&lt;br /&gt;
*[[Alien Missions#Alien Terror|Alien Terror]]&lt;br /&gt;
*[[Alien Missions#Alien Retaliation|Alien Retaliation]]&lt;br /&gt;
*[[Alien Missions#Alien Supply|Alien Supply]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Ships ===&lt;br /&gt;
&lt;br /&gt;
These UFOpaedia entries will be generated by researching alien Engineers.  They do not unlock any technologies, but they do give detailed information about the performance characteristics of each ship, which can help players tailor their [[UFO_Interception|interception]] strategies.  Captured Engineers may give information on ship types other than the type they were found on.&lt;br /&gt;
&lt;br /&gt;
*[[Small Scout]]&lt;br /&gt;
*[[Medium Scout]]&lt;br /&gt;
*[[Large Scout]]&lt;br /&gt;
*[[Abductor]]&lt;br /&gt;
*[[Harvester]]&lt;br /&gt;
*[[Supply ship|Supply Ship]]&lt;br /&gt;
*[[Terror ship|Terror Ship]]&lt;br /&gt;
*[[Battleship]]&lt;br /&gt;
&lt;br /&gt;
=== Alien Species ===&lt;br /&gt;
&lt;br /&gt;
Studying any captive alien will produce a &amp;quot;live alien&amp;quot; [[UFOpaedia]] entry on that species, unless that entry already exists.  Researching an alien corpse will produce an &amp;quot;Alien Autopsy&amp;quot; UFOpaedia entry on its species.  &lt;br /&gt;
&lt;br /&gt;
Researching alien Medics can produce &amp;quot;live alien&amp;quot; and Autopsy entries on species other than their own.  (However, if the entry on live [[Ethereal]]s is produced in this manner it will not unlock the [[Psionic Laboratory]] research topic -- you must still study a psionic alien directly.)&lt;br /&gt;
&lt;br /&gt;
There are 11 different alien species in the game, and 11 different Live and Autopsy entries can be generated.  (Zombies can be thought of as a 12th alien species, although neither a corpse nor live specimen can ever be collected, and a UFOpaedia entry can never be generated on them.)&lt;br /&gt;
&lt;br /&gt;
The two robotic units (Sectopods and Cyberdiscs) cannot be captured alive or studied directly; there isn&#039;t even a [[RESEARCH.DAT]] entry for them.  To generate a live alien UFOpaedia entry on them, you must research alien Medics of any other species.&lt;br /&gt;
&lt;br /&gt;
*[[Sectoid]]&lt;br /&gt;
*[[Snakeman]]&lt;br /&gt;
*[[Ethereal]]&lt;br /&gt;
*[[Muton]]&lt;br /&gt;
*[[Floater]]&lt;br /&gt;
*[[Celatid]]&lt;br /&gt;
*[[Silacoid]]&lt;br /&gt;
*[[Chryssalid]]&lt;br /&gt;
*[[Reaper]]&lt;br /&gt;
*[[Sectopod]]&lt;br /&gt;
*[[Cyberdisc]]&lt;br /&gt;
&lt;br /&gt;
=== Minimum Alien Research ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This section applies to research on aliens themselves (dead or alive), not alien equipment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As shown above, some aliens can divulge more than one research project. What&#039;s the most efficient way to research them, if one wants to [[Research_Technical_Details#Total_Research_Time|complete all research]]? Opportunities and concerns for efficiency are:&lt;br /&gt;
*Species research on some races can be gotten while researching specific ranks&lt;br /&gt;
*Live terrorists (4 x [[Research_Technical_Details#Research_Time|170 average research days]]) and all corpses (11 x 180) need less time when directly researched, compared to research via medics (192 hours each)&lt;br /&gt;
*Your first Navigator will reveal the [[Hyper-wave Decoder]] in addition to an alien mission, but you have to specifically research a leader (LDR) or commander (CDR), and then a CDR, to get the two core strategic missions. Since Ethereals don&#039;t have any ranks besides LDR and CDR (and soldier), one of the LDR/CDRs should be Ethereal. For maximal efficiency, the other can be a Sectoid CDR (190 hours). Either way, the first reveals the [[Psionic Laboratory]].&lt;br /&gt;
&lt;br /&gt;
To make a long story short, the minimal alien research is:&lt;br /&gt;
*4 live terrorists (x170=680)&lt;br /&gt;
*11 alien corpses (x180=1980)&lt;br /&gt;
*8 navigators for Missions* (x192=1536)&lt;br /&gt;
*8 engineers for Ships* (x192=1536)&lt;br /&gt;
*2 CDRs or 1 LDR and 1 CDR, where one is Ethereal and the other a Sectoid CDR (192+190=382)&lt;br /&gt;
*2 medics, &#039;&#039;&#039;only after all 11 corpses and the 9 other live aliens are done&#039;&#039;&#039;, leaving only the live Sectopod and Cyberdisc (x192=384)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Navigators and engineers should be picked to get Floaters, Mutons, and Snakemen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That&#039;s 4 terrorists, 11 corpses, and &#039;&#039;&#039;20&#039;&#039;&#039; aliens for a total of 6498 research days, on average. That&#039;s about a fourth of all research in total.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=121145</id>
		<title>Hidden Features (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hidden_Features_(OpenXcom)&amp;diff=121145"/>
		<updated>2025-03-18T06:28:36Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* Battlescape - OXCE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many little interface extras hidden in OpenXcom that aren&#039;t really mentioned anywhere ingame. This page is dedicated to them.&lt;br /&gt;
&lt;br /&gt;
See [[Options (OpenXcom)|Options]] for settings and keyboard shortcuts.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
* Use the mouse wheel to scroll lists and right-click the arrow buttons to scroll to the top/bottom.&lt;br /&gt;
* Use the mouse cursor and keyboard keys to move the caret on text fields.&lt;br /&gt;
* &#039;&#039;ALT-ENTER&#039;&#039;: toggle fullscreen mode.&lt;br /&gt;
* &#039;&#039;Ctrl-G&#039;&#039;: toggle mouse cursor lock behaviour (when enabled, the mouse pointer will be unable to exit the window).&lt;br /&gt;
&lt;br /&gt;
=== General - OXCE ===&lt;br /&gt;
* &#039;&#039;Ctrl-N&#039;&#039;: Notes screen.&lt;br /&gt;
* &#039;&#039;Ctrl-T&#039;&#039;: Test screen. Allows to select ad view (in several modes) one of available palettes. Can run tests for some data errors.&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* Right-click on arrows to set a value to minimum/maximum.&lt;br /&gt;
* Use the mouse wheel to zoom the globe and right-click to center it on a location.&lt;br /&gt;
* Click on a weapon during a dogfight to disable/enable it. ([http://imgur.com/a/Rwhqe Screenshot Album Demonstrating this feature Here])&lt;br /&gt;
* Right-click a craft in the interception screen to center on its location.&lt;br /&gt;
* Right-click a base facility to bring up the associated management screen.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Soldiers screen to open up their stats page.&lt;br /&gt;
* Right-click on a soldier in a craft&#039;s Armour screen assigns the last selected Armour to the soldier (if possible).&lt;br /&gt;
&lt;br /&gt;
=== Geoscape - OXCE ===&lt;br /&gt;
&lt;br /&gt;
* Click on Access Lift does not generate pointless &amp;quot;cannot dismantle your Access Lift&amp;quot; message anymore. Now it starts [https://openxcom.org/forum/index.php/topic,10372.0.html base preview] in the actual Battlescape — a Base Defense mission with no enemies. This may help to plan defense. More so with &amp;quot;Path Preview: Time Units&amp;quot; toggled on (under Battlescape options), since there&#039;s one soldier who walks without spending any TU and Stamina, but will show how much is needed for a given path.&lt;br /&gt;
* Right-click on an item in Purchase/Hire screen hides this item (aircraft Cannon and Stingray launcher are the most obvious). They are visible only in Hidden category (selected via drop list on top) and can be moved back the same way.&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Use the mouse wheel to move the camera up/down a level.&lt;br /&gt;
* Right-click to leave most screens.&lt;br /&gt;
* Click a soldier&#039;s rank to bring up their stats.&lt;br /&gt;
* Right-click while holding an inventory item to cancel the move.&lt;br /&gt;
* Ctrl-click an item in the inventory to have the soldier pick it up or drop it on the ground. Also works in pre-battle for quick equip/unequip.&lt;br /&gt;
* Right-click a grenade during pre-battle inventory to prime it.&lt;br /&gt;
* Right-click the Zero TUs button to reset a soldier&#039;s time units (so they can&#039;t reaction fire).&lt;br /&gt;
* Right-click while a soldier is moving to abort the move.&lt;br /&gt;
* Right-click while a projectile is moving to skip to the projectile hit.&lt;br /&gt;
* Use the mouse Previous/Next buttons to switch between soldiers.&lt;br /&gt;
* Hold Ctrl while firing: to ignore &amp;quot;No Line Of Fire&amp;quot; errors. (if &#039;&#039;Override Line of Fire&#039;&#039; option is enabled)&lt;br /&gt;
* Ctrl-click a square adjacent to the active soldier that is perpendicular their current facing: have them &#039;sidestep&#039;; costs 5 TU instead of 4 + facing changes. (if &#039;&#039;Alternate Movement Methods&#039;&#039; option is enabled)&lt;br /&gt;
* Ctrl-click anywhere else accessible: makes a soldier run; Running Units move at 75% Time Unit Cost for 150% Energy cost. (if &#039;&#039;Alternate Movement Methods&#039;&#039; option is enabled)&lt;br /&gt;
* Ctrl-click when the active unit is a &#039;&#039;tank&#039;&#039;: makes its turret point at the clicked tile (which defines sight and weapon direction) without moving the hull (and its armor arcs); costs the same 1 TU per 1/8 turn. (if &#039;&#039;Alternate Movement Methods&#039;&#039; option is enabled)&lt;br /&gt;
&lt;br /&gt;
=== Battlescape - OXCE ===&lt;br /&gt;
&lt;br /&gt;
* Right click on a hand item slot: Toggles this hand as [[Reaction Fire Weapon Preference|preferred for Reaction Fire]] until toggled again; the preferred hand is marked with yellow dot. This preference is for hand, thus persists whether armed or not, but normal rules of reactions are obeyed: melee weapons and built-in melee weapons are used if in range, but if the item in the hand is not a melee weapon or gun this unit can use, the preference is ignored and the unit will fire the gun in the other hand instead. Toggling is free, no extra TU cost.&lt;br /&gt;
** E.g.: a soldier has [[Small Launcher]] in his right hand and [[Laser Pistol]] in the left, he will fire only pistol if left is preferred, launcher and then (as launcher is out of ammunition) pistol if right is preferred, otherwise as usual. If the soldier holsters or drop the pistol from the preferred hand, uses launcher two-handed, and then re-equips pistol, no need to set the preference again.&lt;br /&gt;
** It helps to avoid unfortunate incidents with splash weapons used at short range (without removing reactions completely like zeroing TU would). This also makes pistols far more practical than before: now that you can &#039;&#039;rely&#039;&#039; on heavy weapon soldiers to actually use their pistols for reaction, it&#039;s good to have one ready whenever not using the big gun. 8 TU to holster the pistol or 2 TU to drop it before a shot is better than 15 TU to load an empty weapon and usually preferable to having TU zeroed at the end of every turn.&lt;br /&gt;
* &#039;&#039;Alt&#039;&#039; (held): Shows direction arrows for unit facing; can be really non-obvious for blobs, kneeling soldier in [[Power Suit]] or hovertanks with &#039;&#039;Alternate Movement Methods&#039;&#039; enabled (turrets can traverse independently). Also shows the tiles where [[Motion Scanner]]s detected a blip this turn that wasn&#039;t one of player units, thus finally removing the greatest inconvenience of this item.&lt;br /&gt;
* &#039;&#039;Ctrl-X&#039;&#039;: toggles the option mute/unmute unit response sounds (same as oxceEnableUnitResponseSounds [[Options_(OpenXcom)|in options file]]).&lt;br /&gt;
* &#039;&#039;Ctrl+Shift+LMB&#039;&#039;: When auto fire mode is selected, this activates [https://openxcom.org/forum/index.php/topic,6423.0.html spray targeting mode]: starts picking numbered waypoints; once maximum number of waypoints are selected or a waypoint is selected with Ctrl+Shift+LMB again, firing starts, but now the unit will move its aim trying to evenly distribute hits along this path, rather than aiming at the same spot. Of course, the actual hit placement is affected by Accuracy as usual. RMB removes a waypoint, like with [[Blaster Launcher]]. (needs a weapon with sprayWaypoints set in ruleset)&lt;br /&gt;
* &#039;&#039;Ctrl-E&#039;&#039;: Shows pop-up with the list of soldiers who did not earn experience yet.&lt;br /&gt;
* &#039;&#039;Ctrl-M&#039;&#039;: Shows melee damage (if any) with the currently wielded items (if any) and special built-in weapons (if any).&lt;br /&gt;
* &#039;&#039;Ctrl-1…0&#039;&#039; in inventory screen (makes sense in craft equipment or pre-battle) saves the current layout in one of 10 slots. &#039;&#039;1&#039;&#039;…&#039;&#039;0&#039;&#039; loads it. Thus in addition to the main inventory template (inherited from the original game and used via big buttons and &#039;&#039;C&#039;&#039;/&#039;&#039;V&#039;&#039;) you can create specialized inventory layouts for scouts, grenadiers, etc. It&#039;s possible to enable up to 50 layout save slots (&#039;&#039;&#039;oxceMaxEquipmentLayoutTemplates&#039;&#039;&#039; [[Options_(OpenXcom)|option]]), but any above 10 are accessible only via extended menu (enabled by &#039;&#039;&#039;oxceLinks&#039;&#039;&#039; option, or &amp;quot;Extended links&amp;quot; under Options - Advanced - Extended) or F5 (save) and F9 (load) shortcut keys.&lt;br /&gt;
* &#039;&#039;MMB&#039;&#039; in inventory screen on an item (or paper doll) shows the Ufopaedia entry for this item (or armor).&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the [[Options (OpenXcom)#Options File|Options File]], you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
=== Debug on Geoscape ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ctrl-D&#039;&#039;: Unlocks all research and shows globe country and region borders. Clicking on the globe returns the point coordinates.&lt;br /&gt;
This option can be toggled, and toggles between showing country borders, regional borders, and mission zones.&lt;br /&gt;
* &#039;&#039;Ctrl-U&#039;&#039;: reveal the borders of the interface text, to debug translation errors (You can also set &amp;quot;debugUi: true&amp;quot;).&lt;br /&gt;
* &#039;&#039;Alt-F8&#039;&#039;: cycle through various engine processing speeds, useful for debugging animation errors.&lt;br /&gt;
&lt;br /&gt;
=== Debug on Geoscape - OXCE ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ctrl-1&#039;&#039;: Sets funds to 999999999.&lt;br /&gt;
* &#039;&#039;Ctrl-2&#039;&#039;: all facility construction completed instantly.&lt;br /&gt;
* &#039;&#039;Ctrl-3&#039;&#039;: +50 scientists and engineers.&lt;br /&gt;
* &#039;&#039;Ctrl-4&#039;&#039;: +2 every item.&lt;br /&gt;
* &#039;&#039;Ctrl-5&#039;&#039;: +2 all live aliens.&lt;br /&gt;
* &#039;&#039;Ctrl-6&#039;&#039;: reset X-Com/alien activity for this month.&lt;br /&gt;
* &#039;&#039;Ctrl-7&#039;&#039;: every UFO detected and transmissions decoded.&lt;br /&gt;
* &#039;&#039;Ctrl-A&#039;&#039;: erase all soldier diaries.&lt;br /&gt;
* &#039;&#039;Ctrl-C&#039;&#039;: erase all soldier commendations.&lt;br /&gt;
&lt;br /&gt;
=== Debug on Battlescape ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ctrl-D&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs. Clicking the map returns the point coordinates. With traceAI enabled in the config, AI behavior is revealed and logged. &#039;&#039;&#039;Please note&#039;&#039;&#039;, in debug mode QuickSave/QuickLoad feature in Battlescape are completely disabled.&lt;br /&gt;
* &#039;&#039;Ctrl-V&#039;&#039;: reset visibility on all tiles, useful for observing LOS behaviour.&lt;br /&gt;
* &#039;&#039;Ctrl-K&#039;&#039;: kill all live aliens in the mission (nothing will be recovered).&lt;br /&gt;
* &#039;&#039;Ctrl-J&#039;&#039;: stun all live aliens in the mission (useful for testing recovery).&lt;br /&gt;
* &#039;&#039;Ctrl-W&#039;&#039;: warp the selected unit to the mouse cursor&#039;s current position.&lt;br /&gt;
* &#039;&#039;F8&#039;&#039;: cycle through various engine processing speeds, useful for debugging animation errors.&lt;br /&gt;
* &#039;&#039;Ctrl-C&#039;&#039; (If the Commendations Mod is being played): wipe all earned commendations while retaining statistics, useful for debugging how they&#039;re awarded.&lt;br /&gt;
&lt;br /&gt;
=== Debug on Battlescape - OXCE ===&lt;br /&gt;
* &#039;&#039;Ctrl-B&#039;&#039;: Show the briefing window for this mission again.&lt;br /&gt;
* &#039;&#039;Ctrl-H&#039;&#039;: Show &amp;quot;Hit Log&amp;quot; window in event popup (depending on other options and events).&lt;br /&gt;
* &#039;&#039;Ctrl-Alt-H&#039;&#039;: Show &amp;quot;Hit Log&amp;quot; in diary window (depending on other options and events).&lt;br /&gt;
* &#039;&#039;Ctrl-Home&#039;&#039;: Reset default palettes.&lt;br /&gt;
* &#039;&#039;Ctrl-End&#039;&#039;: Cycle between &amp;quot;debug vision&amp;quot; (all units are visible, even in unseen areas) and different brightness modes.&lt;br /&gt;
* &#039;&#039;Ctrl-X&#039;&#039;: mute/unmute unit response sounds&lt;br /&gt;
* &#039;&#039;Ctrl-Shift-J&#039;&#039;: stun the unit under cursor. Works with the player&#039;s soldiers, but not stun-immune tanks.&lt;br /&gt;
* &#039;&#039;Ctrl-Shift-K&#039;&#039;: kill the unit under cursor.&lt;br /&gt;
* &#039;&#039;Ctrl-Alt-J&#039;&#039;: stun all live aliens in the mission &#039;&#039;except&#039;&#039; the one under cursor.&lt;br /&gt;
* &#039;&#039;Ctrl-Alt-K&#039;&#039;: kill all live aliens in the mission &#039;&#039;except&#039;&#039; the one under cursor.&lt;br /&gt;
* &#039;&#039;F9&#039;&#039;: save map as used by AI/pathfinding (if &#039;&#039;traceAI: true&#039;&#039; [[Options_(OpenXcom)|in options file]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Leader_(Alien_Rank)&amp;diff=114960</id>
		<title>Leader (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Leader_(Alien_Rank)&amp;diff=114960"/>
		<updated>2023-08-11T03:28:17Z</updated>

		<summary type="html">&lt;p&gt;KayDat: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Leader&#039;&#039;&#039; is one of the top [[Alien Ranks]], and is the least common found alien types only found on the medium and large [[UFOs]], and at [[Alien Base]]s. Their role on board is give out orders and ensure that their mission is being performed correctly.&lt;br /&gt;
&lt;br /&gt;
In combat a Leader is stronger than most other ranks in combat, with high intelligence, generally improved statistics (somewhat race dependant), sometimes noticeably better armour, but usually lowered aggression. In terms of equipment they may well be using powerful weapons including the [[Blaster Launcher]], but not always. They are among the toughest opponents you will run into on any given mission, especially [[Sectoid]]s who have can use [[Psionic]]s to attack your men from their hiding place on the bridge.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Small Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Medium Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Large Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Abductor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Harvester]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Supply ship|Supply Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Terror ship|Terror Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Base]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Captured Leaders==&lt;br /&gt;
Interrogating a captured leader will allow research of [[The Martian Solution]]. If the leader is a [[Sectoid]] it will also allow research of [[Psionics]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alien Ranks]]&lt;br /&gt;
*[[Alien Stats]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Ranks]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_ship&amp;diff=114957</id>
		<title>Terror ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_ship&amp;diff=114957"/>
		<updated>2023-08-10T23:25:46Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* Missions */ fix Alien Infiltration link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into [[Terror Mission|populated areas]].&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Battleship (TFTD)|Battleship]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;42&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;336&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
The Terror Ship is one of the most feared of all alien [[UFOs]]. It is fast, has weapons second only to a [[Battleship]] in power and range, but worst of all transports the deadly [[Terror Units]] that accompany aliens. As its name implies, the appearance of a Terror Ship usually bodes ill - a [[Terror Mission|Terror Site]] is usually soon to occur, but it may be on an equally devastating [[Alien_Missions#Alien_Infiltration|Alien Infiltration]] mission.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
Terror Ships mostly engage in [[Terror Mission]]s, but they have been seen participating in [[Alien Infiltration]] missions as well. In both cases, the Large-class ship will be seen descending upon a city. However, a Terror Ship en route to terrorize a city acts alone. When the Terror Ship is part of a large flotilla, all of which are targeting urban centers, then it is likely part of an infiltration attempt. Perhaps the aliens use the threat of terrorizing a city to swing the deal in their favour.&lt;br /&gt;
&lt;br /&gt;
Needless to say, commanders should shoot down any Terror Ships immediately.&lt;br /&gt;
&lt;br /&gt;
==Air Combat==&lt;br /&gt;
This ship has a powerful weapon with a long range, capable of destroying an [[Interceptor]] in two shots.  They can be safely shot down using one or more [[Plasma Beam]]s, however.&lt;br /&gt;
&lt;br /&gt;
Terror ships are also extremely fast, and can outrun every X-COM craft except the [[Avenger]] at its maximum speed.  Prior to landing in a city, they will slow down, at which time they can be engaged by any craft, including Interceptors.&lt;br /&gt;
&lt;br /&gt;
It is possible to down a Terror Ship using two Interceptors each armed with twin [[Avalanche]] missiles, although you must hit with nearly every missile they carry.  Unfortunately, when firing your last salvo of ammunition, your craft will automatically retreat to &amp;quot;standoff&amp;quot; distance, causing the missiles you just fired to go out of range and miss.  To hit a UFO with your last salvo, you must switch to &amp;quot;Aggressive&amp;quot; attack shortly before it is fired.  After the missiles are released, you can retreat again.  If you manage to hit a Terror Ship with at least five out of six salvos of Avalanches, it will generally be shot down.&lt;br /&gt;
&lt;br /&gt;
==Ship Layout==&lt;br /&gt;
The ship has two large doors.  These are needed to allow the larger alien [[Terror Units]] to get out, but they also allow X-COM&#039;s [[Heavy Weapons Platforms|HWP]]s to get in.  There are two small rooms in the upper level with no way out for large units, except for a 2x2 hole in the floor.  How the aliens get their [[Reaper|Reapers]] and [[Sectopod|Sectopods]] up there is unknown. Exercise extreme caution here, as [[Chryssalid]]s will often hide out of sight until your troops pass by, and then drop down and attack from behind with devastating results. &lt;br /&gt;
[[Flying Suit]]s are useful here. Throwing grenades and firing explosives up there is usually a good idea.&lt;br /&gt;
&lt;br /&gt;
The ship contains 8 [[UFO_Navigation|navigation units]], 8 entertainments and 4 [[UFO_Power_Source|power sources]].  Unfortunately, the power sources are very close to each other.  If one power source is destroyed, it generally takes the other three with it, along with some of the surrounding walls and bits of the ceiling.  &lt;br /&gt;
This sometimes has the nasty side-effect of leaving the bridge inaccessible without a [[Flying Suit]]. The only solution in this case is to use the exploit to fire explosives/ throw grenades through the floor/ceiling.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$640,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$160,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;92&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$598,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$3,398,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Terror Ship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3 + 1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4 + 2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5 + 3-5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TerrorShip_0.gif|Level 0&lt;br /&gt;
Image:TerrorShip_1.gif|Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_150MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_150MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_150MAP.JPG|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base&amp;diff=114953</id>
		<title>Alien Base</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base&amp;diff=114953"/>
		<updated>2023-08-09T01:30:41Z</updated>

		<summary type="html">&lt;p&gt;KayDat: Copied Alien Base section from Battleship page with some changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Base Mission.png|thumb|right|Alien Base mission type.]]Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense [[UFOs|UFO]] activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of Alien bases will generate a large amount of reported Alien activity without the presence of UFOs. In order to locate a base, an [[Craft|X-COM craft]] must patrol an area for a few hours to stand some chance of detection. An [[Alien Base Assault]] will remove the threat but should never be taken lightly.&lt;br /&gt;
&lt;br /&gt;
The construction of alien bases are marked by heavy UFO activity in rural areas. In addition to the scouts and [[Supply Ship|Supply Ships]] sent by the aliens to survey the potential base site, a [[Battleship]] is sent to inaugurate the base as soon as the construction is completed. Just like [[Alien Infiltration]], shooting down the UFOs will delay but not entirely stop the process. To be precise, the moment the Battleship appears in orbit means that the base is fully operational. So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship&#039;s [[Commander_(Alien_Rank)|commander]] and 4 [[UFO_Power_Source|power plants]] intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.&lt;br /&gt;
&lt;br /&gt;
Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.&lt;br /&gt;
&lt;br /&gt;
Once successful the aliens will [[Scoring#Alien_Scoring|score]] 50 points, and an extra 5 points per day which is eventually subtracted from your score. Alien Bases add significantly to the Alien [[score]] when they are constructed and between that and the much higher UFO activity present will have neighbouring countries in particular very agitated, possibly leading to them reducing or withdrawing funding. As such Alien Bases in key areas will need to be dealt with somehow, while Bases in remote locations might well not be so critical to target for action immediately.&lt;br /&gt;
&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Chryssalid&amp;diff=114925</id>
		<title>Talk:Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Chryssalid&amp;diff=114925"/>
		<updated>2023-08-02T02:36:18Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* Chryssalid speed IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Top Ten Monsters (Gamespot) =&lt;br /&gt;
&lt;br /&gt;
[http://www.gamespot.com/features/tenspot_monsters/ Gamespot&#039;s Top Ten Videogame Monsters] includes Chrysallids, naturally. In alphabetic order. Chrysallids made #4 in a subsequent reader poll. = JFG&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Not sure why they left the SS2 hybrid off the list... - [[User:Bomb Bloke|Bomb Bloke]] 01:25, 8 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Those suckers can scare the hell out of me.  Particularly when they sneak up behind you and scream in your ear right before smacking you with a pipe.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:00, 8 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does anyone have a concise list of all the awards or ranks this guy has managed to achieve at these various game magazines? It might be worth chronicling this chap&#039;s achievements in the actual article. -[[User:NKF|NKF]] 06:54, 4 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dead Man Grenades =&lt;br /&gt;
&lt;br /&gt;
(moved from Known Bugs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...a &amp;quot;dead man&#039;s switch&amp;quot; tactic that can be used against Chryssalids/Tentaculats:&lt;br /&gt;
&lt;br /&gt;
* Soldier carries one or more primed explosives.&lt;br /&gt;
* Soldier is turned into a Zombie.&lt;br /&gt;
* Equipment is dropped to the ground.&lt;br /&gt;
* First explosive goes off, killing the Zombie (and damaging or perhaps killing the offending Chryssalid/Tentaculat, if it&#039;s still nearby).&lt;br /&gt;
* Possibly the second explosive goes off, hopefully killing the newly hatched Chryssalid.  &lt;br /&gt;
&lt;br /&gt;
(For the 2nd explosive to go off, you need to be playing TFTD or using a patch in XCOM:EU. In unpatched XCOM:EU, an explosion destroys other nearby explosives that are on the ground, and so there is no way to cause secondary explosions / chain reactions.)&lt;br /&gt;
&lt;br /&gt;
So when you enter an area with high risk of Chryssalid/Tentaculat attacks (terror site or Terror ship/Battleship crash site), have every soldier arm an explosive which serves as a dead man&#039;s switch to damage Chryssalids/Tentaculats. You lose a soldier or two, but hopefully the aliens don&#039;t gain anything and there&#039;s one less candidate for zombification (and, if you are lucky, one less Chryssalid if it was around the victim when the grenades exploded).&lt;br /&gt;
&lt;br /&gt;
A standard Grenade is unlikely to kill a Zombie or especially a Chrysallid. So if possible use Alien Grenades or, better, High Explosive. You need an HE Pack to have a decent chance (50/50) to kill a Zombie, and even with an HE Pack you will be lucky to kill a Chrysallid. Two standard Grenades could also kill a Zombie (50/50) but not do too much to a Chrysallid, due to its strong under armour. Tentaculats are easier to kill due to weak under armour, so a Sonic Pulser is a 50/50 kill and a Magna Pack better than evens to kill. &lt;br /&gt;
&lt;br /&gt;
Nonetheless, even if you don&#039;t kill them, you can do them some harm and soften them up. Beware of collateral damage if your troops are bunched up. Also keep in mind you will lose some of your own equipment by using this tactic. &lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I tried this tactic and it does not seem to work. As I noted above in my edits (re types of explosives and chance to kill), you would need to be carrying an HE pack rather than a primed grenade for this to have much chance of killing the Zombie. &lt;br /&gt;
&lt;br /&gt;
One thing that does help with this tactic - if it&#039;s true that zeroing out the under armour on the Zombie will lead to the Chryssalid also having zero under armour, then that does mean you might do some significant damage to the Chryssalid with &#039;&#039;additional&#039;&#039; explosions. You would need a patched version of XCOM:EU for this though. And you would still need a further 2 standard Grenades to kill the Chryssalid, even with zero under armour. &lt;br /&gt;
&lt;br /&gt;
More to the point, if the basic tactic of killing the Zombie &#039;&#039;did&#039; work, all you&#039;ve done is turned a containable Zombie, that you can kill at the time and place of your choosing, into a highly dangerous Chryssalid that can run all over your squad wreaking havoc. Genius move! &lt;br /&gt;
&lt;br /&gt;
In conclusion, this tactic probably doesn&#039;t work, and if it did work, it would be a really bad idea. Thoughts? [[User:Spike|Spike]] 17:36, 6 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Weapon Rankings Vs. Chryssalids =&lt;br /&gt;
&lt;br /&gt;
%TUs per kill (average; FA=50):&lt;br /&gt;
&lt;br /&gt;
(NB there are various other considerations apart from firepower when killing Chryssallids).&lt;br /&gt;
&lt;br /&gt;
 HvyPlas	 54&lt;br /&gt;
 Blast Bmb	 58&lt;br /&gt;
 PlasmaR	 84&lt;br /&gt;
 HE Pack(XCU)	 89&lt;br /&gt;
 HvyLas (XCU)	 96&lt;br /&gt;
 Stun Rod	 98&lt;br /&gt;
 LaserR	        154&lt;br /&gt;
 PlasmaP	163&lt;br /&gt;
 HE Pack	194&lt;br /&gt;
 HvyLas	        233&lt;br /&gt;
 RocketLg	253&lt;br /&gt;
 Alien Grd	264&lt;br /&gt;
 LaserP	        313&lt;br /&gt;
 Stun Bmb	345&lt;br /&gt;
 HC - AP	389&lt;br /&gt;
 RocketSm	407&lt;br /&gt;
 Prox Grd	410&lt;br /&gt;
 AC - AP	538&lt;br /&gt;
 HC - HE	567&lt;br /&gt;
 AC - HE	688&lt;br /&gt;
 Grenade	879&lt;br /&gt;
 Rifle	       1136&lt;br /&gt;
 Pistol	       1849&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 21:02, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
= Old Stuff - Remove? =&lt;br /&gt;
&lt;br /&gt;
This content below now appears to be superceded by the what&#039;s on the article page. [[User:Spike|Spike]] 17:41, 6 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reaction firing Chryssalids?!==&lt;br /&gt;
&lt;br /&gt;
Wow, I&#039;ve never encountered that situation before.(Admittedly, I abuse Save/Reload quite frequently, so this isn&#039;t a surprise I haven&#039;t seen it.)  Would you possibly be able to provide proof or an example, Abraxas?  Or maybe the circumstances under which it happened?  I figure it must be easy enough to check if the Chryssie kept the weapons; simply use a Psi-Amp and Mind Control to examine the unit&#039;s inventory.  Anyone else willing to conduct tests?&lt;br /&gt;
&lt;br /&gt;
In any event, that&#039;s SCARY, and is one more reason to add to the list why Chryssalids should be hosed with Heavy Plasma fire before any other aliens and why Zombies should be left alone until there&#039;s time to fully deal with them.  I may even start packing some AC-I ammo in the trunk of the Skyranger on Terror Mission dispatches.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:33, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I think I witnessed this bug a while back (it was on the PSX version though). One of my soldiers was turned into a Zombie by a Chryssalid, and when it was hit with an auto-shot of Heavy Plasma (all shots connected) it &amp;quot;died&amp;quot; without a sound leaving a X-COM corpse and a Chryssalid carrying the soldier&#039;s weapons. I think this may have to deal with stun getting wrongly applied to the Zombie.&lt;br /&gt;
&lt;br /&gt;
: Bug or no, any HTH-only aliens which carry a weapon will use it during your turn via reaction fire (assuming they have a loaded weapon and enough time units). This was one of the first [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=637&amp;amp;view=findpost&amp;amp;p=7586 tests] I ever ran when I joined the StrategyCore forums. But you have to realize that HTH-only aliens have 0 for Firing Accuracy making it very tough for them to hit anything. That&#039;s the good news at least. ;) --[[User:Zombie|Zombie]] 16:13, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Unless the Chryssie is standing right next to your soldier when it reaction fires into him :) - [[User:Hobbes|Hobbes]] 20:07, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a sequencing bug. The game probably got something done in the wrong order, and the conditions it needed to drop the equipment (as it should) never occured. The same happens when you die from wounds while standing in smoke, where your unit sometimes dies (game creates a new corpse) and then gets stunned (game drops a referenced corpse - and since the game sees it as a stunning, it never actually gets round to killing the unit). Since even melee units need a reaction level to allow them to have initiative during their turn, it&#039;s no wonder that they are able to shoot back with reaction fire. &lt;br /&gt;
&lt;br /&gt;
Actually, I think it sometimes happens during zombification, since I&#039;ve often had occasions where I&#039;ve ended up with armed zombies. In turn they arm the chryssalid, if I&#039;m not mistaken. Oh well, much fun to be had. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:I was doing a little bit of research today and needed to check what happens when a soldier reaches exactly 0 health (not via fatal wounds). Initial round: nothing happens, the soldier just has 0 health. At the end of your turn though, there is a message saying that Soldier X has just died from a fatal wound. Directly after that there is another message stating that Soldier X is unconscious. When my round returned, I checked on Soldier X. There were 2 bodies on the ground, one from the corpse and one of the unconscious Soldier X. Pumping it full of stimulants did nothing, the soldier remained knocked out. At the end of the second round the soldier died and left a corpse (for a total of 2).&lt;br /&gt;
&lt;br /&gt;
:My theory is that units can be hurt so they have exactly 0 health (it must happen during that round though). This basically puts the unit in limbo between life and death (the final check for death happens at the end of the current turn). When the game does the check, it finds the unit has 0 health  which forces it to create a corpse. The game probably forgets to set the death flag and immediately finds that the unit is still alive and has 0 health which knocks it unconscious. This probably explains why Chryssalids from X-COM soldiers sometimes have guns. If the Zombie had a gun and you managed to inflict enough damage to lower health to exactly 0, it dies, and immediately changes into a Chryssalid. More testing needs to be done with aliens and soldiers, but the 0 health idea probably plays a role in this somewhere. --[[User:Zombie|Zombie]] 09:50, 15 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Melee TU Cost==&lt;br /&gt;
I set a Chryss&#039;s current/max TU to 15, and it still had time to turn after attacking. Percentage maybe? - [[User:Bomb Bloke|Bomb Bloke]] 15:54, 10 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:I think I did some more current tests somewhere and found the cost was 14 TU. Can&#039;t remember where I put that data though. In any case, it&#039;s funny that I ran across this as today I was wondering if the cost is percentage-based. It&#039;s certainly possible, but needs more testing. For now, I put an asterisk next to the cost until this is sorted out. --[[User:Zombie|Zombie]] 22:15, 22 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Chryssalid speed IRL ==&lt;br /&gt;
&lt;br /&gt;
Building on the discussion on turn length in [[User_talk:Danial#User_Commentary_2|Danial&#039;s User talk]], if a turn length is estimated to be 5 seconds, one square being 1 meter, an 80TU soldier has a &amp;quot;speed [of] 20m/5 sec. This is a speed of 14.4kmh- just shy of 9mph&amp;quot;. Given a Chryssalid of 120TU is 50% faster, this makes it dash at nearly 22km/h or 14mi/h. For comparison, imagine trying to outrun someone on a bicycle!&lt;br /&gt;
--[[User:KayDat|KayDat]] ([[User talk:KayDat|talk]]) 04:35, 2 August 2023 (CEST)&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Chryssalid&amp;diff=114924</id>
		<title>Talk:Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Chryssalid&amp;diff=114924"/>
		<updated>2023-08-02T02:35:49Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* Chryssalid speed IRL */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Top Ten Monsters (Gamespot) =&lt;br /&gt;
&lt;br /&gt;
[http://www.gamespot.com/features/tenspot_monsters/ Gamespot&#039;s Top Ten Videogame Monsters] includes Chrysallids, naturally. In alphabetic order. Chrysallids made #4 in a subsequent reader poll. = JFG&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Not sure why they left the SS2 hybrid off the list... - [[User:Bomb Bloke|Bomb Bloke]] 01:25, 8 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Those suckers can scare the hell out of me.  Particularly when they sneak up behind you and scream in your ear right before smacking you with a pipe.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:00, 8 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Does anyone have a concise list of all the awards or ranks this guy has managed to achieve at these various game magazines? It might be worth chronicling this chap&#039;s achievements in the actual article. -[[User:NKF|NKF]] 06:54, 4 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dead Man Grenades =&lt;br /&gt;
&lt;br /&gt;
(moved from Known Bugs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...a &amp;quot;dead man&#039;s switch&amp;quot; tactic that can be used against Chryssalids/Tentaculats:&lt;br /&gt;
&lt;br /&gt;
* Soldier carries one or more primed explosives.&lt;br /&gt;
* Soldier is turned into a Zombie.&lt;br /&gt;
* Equipment is dropped to the ground.&lt;br /&gt;
* First explosive goes off, killing the Zombie (and damaging or perhaps killing the offending Chryssalid/Tentaculat, if it&#039;s still nearby).&lt;br /&gt;
* Possibly the second explosive goes off, hopefully killing the newly hatched Chryssalid.  &lt;br /&gt;
&lt;br /&gt;
(For the 2nd explosive to go off, you need to be playing TFTD or using a patch in XCOM:EU. In unpatched XCOM:EU, an explosion destroys other nearby explosives that are on the ground, and so there is no way to cause secondary explosions / chain reactions.)&lt;br /&gt;
&lt;br /&gt;
So when you enter an area with high risk of Chryssalid/Tentaculat attacks (terror site or Terror ship/Battleship crash site), have every soldier arm an explosive which serves as a dead man&#039;s switch to damage Chryssalids/Tentaculats. You lose a soldier or two, but hopefully the aliens don&#039;t gain anything and there&#039;s one less candidate for zombification (and, if you are lucky, one less Chryssalid if it was around the victim when the grenades exploded).&lt;br /&gt;
&lt;br /&gt;
A standard Grenade is unlikely to kill a Zombie or especially a Chrysallid. So if possible use Alien Grenades or, better, High Explosive. You need an HE Pack to have a decent chance (50/50) to kill a Zombie, and even with an HE Pack you will be lucky to kill a Chrysallid. Two standard Grenades could also kill a Zombie (50/50) but not do too much to a Chrysallid, due to its strong under armour. Tentaculats are easier to kill due to weak under armour, so a Sonic Pulser is a 50/50 kill and a Magna Pack better than evens to kill. &lt;br /&gt;
&lt;br /&gt;
Nonetheless, even if you don&#039;t kill them, you can do them some harm and soften them up. Beware of collateral damage if your troops are bunched up. Also keep in mind you will lose some of your own equipment by using this tactic. &lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
I tried this tactic and it does not seem to work. As I noted above in my edits (re types of explosives and chance to kill), you would need to be carrying an HE pack rather than a primed grenade for this to have much chance of killing the Zombie. &lt;br /&gt;
&lt;br /&gt;
One thing that does help with this tactic - if it&#039;s true that zeroing out the under armour on the Zombie will lead to the Chryssalid also having zero under armour, then that does mean you might do some significant damage to the Chryssalid with &#039;&#039;additional&#039;&#039; explosions. You would need a patched version of XCOM:EU for this though. And you would still need a further 2 standard Grenades to kill the Chryssalid, even with zero under armour. &lt;br /&gt;
&lt;br /&gt;
More to the point, if the basic tactic of killing the Zombie &#039;&#039;did&#039; work, all you&#039;ve done is turned a containable Zombie, that you can kill at the time and place of your choosing, into a highly dangerous Chryssalid that can run all over your squad wreaking havoc. Genius move! &lt;br /&gt;
&lt;br /&gt;
In conclusion, this tactic probably doesn&#039;t work, and if it did work, it would be a really bad idea. Thoughts? [[User:Spike|Spike]] 17:36, 6 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
= Weapon Rankings Vs. Chryssalids =&lt;br /&gt;
&lt;br /&gt;
%TUs per kill (average; FA=50):&lt;br /&gt;
&lt;br /&gt;
(NB there are various other considerations apart from firepower when killing Chryssallids).&lt;br /&gt;
&lt;br /&gt;
 HvyPlas	 54&lt;br /&gt;
 Blast Bmb	 58&lt;br /&gt;
 PlasmaR	 84&lt;br /&gt;
 HE Pack(XCU)	 89&lt;br /&gt;
 HvyLas (XCU)	 96&lt;br /&gt;
 Stun Rod	 98&lt;br /&gt;
 LaserR	        154&lt;br /&gt;
 PlasmaP	163&lt;br /&gt;
 HE Pack	194&lt;br /&gt;
 HvyLas	        233&lt;br /&gt;
 RocketLg	253&lt;br /&gt;
 Alien Grd	264&lt;br /&gt;
 LaserP	        313&lt;br /&gt;
 Stun Bmb	345&lt;br /&gt;
 HC - AP	389&lt;br /&gt;
 RocketSm	407&lt;br /&gt;
 Prox Grd	410&lt;br /&gt;
 AC - AP	538&lt;br /&gt;
 HC - HE	567&lt;br /&gt;
 AC - HE	688&lt;br /&gt;
 Grenade	879&lt;br /&gt;
 Rifle	       1136&lt;br /&gt;
 Pistol	       1849&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 21:02, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
= Old Stuff - Remove? =&lt;br /&gt;
&lt;br /&gt;
This content below now appears to be superceded by the what&#039;s on the article page. [[User:Spike|Spike]] 17:41, 6 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reaction firing Chryssalids?!==&lt;br /&gt;
&lt;br /&gt;
Wow, I&#039;ve never encountered that situation before.(Admittedly, I abuse Save/Reload quite frequently, so this isn&#039;t a surprise I haven&#039;t seen it.)  Would you possibly be able to provide proof or an example, Abraxas?  Or maybe the circumstances under which it happened?  I figure it must be easy enough to check if the Chryssie kept the weapons; simply use a Psi-Amp and Mind Control to examine the unit&#039;s inventory.  Anyone else willing to conduct tests?&lt;br /&gt;
&lt;br /&gt;
In any event, that&#039;s SCARY, and is one more reason to add to the list why Chryssalids should be hosed with Heavy Plasma fire before any other aliens and why Zombies should be left alone until there&#039;s time to fully deal with them.  I may even start packing some AC-I ammo in the trunk of the Skyranger on Terror Mission dispatches.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:33, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I think I witnessed this bug a while back (it was on the PSX version though). One of my soldiers was turned into a Zombie by a Chryssalid, and when it was hit with an auto-shot of Heavy Plasma (all shots connected) it &amp;quot;died&amp;quot; without a sound leaving a X-COM corpse and a Chryssalid carrying the soldier&#039;s weapons. I think this may have to deal with stun getting wrongly applied to the Zombie.&lt;br /&gt;
&lt;br /&gt;
: Bug or no, any HTH-only aliens which carry a weapon will use it during your turn via reaction fire (assuming they have a loaded weapon and enough time units). This was one of the first [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=637&amp;amp;view=findpost&amp;amp;p=7586 tests] I ever ran when I joined the StrategyCore forums. But you have to realize that HTH-only aliens have 0 for Firing Accuracy making it very tough for them to hit anything. That&#039;s the good news at least. ;) --[[User:Zombie|Zombie]] 16:13, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Unless the Chryssie is standing right next to your soldier when it reaction fires into him :) - [[User:Hobbes|Hobbes]] 20:07, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a sequencing bug. The game probably got something done in the wrong order, and the conditions it needed to drop the equipment (as it should) never occured. The same happens when you die from wounds while standing in smoke, where your unit sometimes dies (game creates a new corpse) and then gets stunned (game drops a referenced corpse - and since the game sees it as a stunning, it never actually gets round to killing the unit). Since even melee units need a reaction level to allow them to have initiative during their turn, it&#039;s no wonder that they are able to shoot back with reaction fire. &lt;br /&gt;
&lt;br /&gt;
Actually, I think it sometimes happens during zombification, since I&#039;ve often had occasions where I&#039;ve ended up with armed zombies. In turn they arm the chryssalid, if I&#039;m not mistaken. Oh well, much fun to be had. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:I was doing a little bit of research today and needed to check what happens when a soldier reaches exactly 0 health (not via fatal wounds). Initial round: nothing happens, the soldier just has 0 health. At the end of your turn though, there is a message saying that Soldier X has just died from a fatal wound. Directly after that there is another message stating that Soldier X is unconscious. When my round returned, I checked on Soldier X. There were 2 bodies on the ground, one from the corpse and one of the unconscious Soldier X. Pumping it full of stimulants did nothing, the soldier remained knocked out. At the end of the second round the soldier died and left a corpse (for a total of 2).&lt;br /&gt;
&lt;br /&gt;
:My theory is that units can be hurt so they have exactly 0 health (it must happen during that round though). This basically puts the unit in limbo between life and death (the final check for death happens at the end of the current turn). When the game does the check, it finds the unit has 0 health  which forces it to create a corpse. The game probably forgets to set the death flag and immediately finds that the unit is still alive and has 0 health which knocks it unconscious. This probably explains why Chryssalids from X-COM soldiers sometimes have guns. If the Zombie had a gun and you managed to inflict enough damage to lower health to exactly 0, it dies, and immediately changes into a Chryssalid. More testing needs to be done with aliens and soldiers, but the 0 health idea probably plays a role in this somewhere. --[[User:Zombie|Zombie]] 09:50, 15 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Melee TU Cost==&lt;br /&gt;
I set a Chryss&#039;s current/max TU to 15, and it still had time to turn after attacking. Percentage maybe? - [[User:Bomb Bloke|Bomb Bloke]] 15:54, 10 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:I think I did some more current tests somewhere and found the cost was 14 TU. Can&#039;t remember where I put that data though. In any case, it&#039;s funny that I ran across this as today I was wondering if the cost is percentage-based. It&#039;s certainly possible, but needs more testing. For now, I put an asterisk next to the cost until this is sorted out. --[[User:Zombie|Zombie]] 22:15, 22 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Chryssalid speed IRL ==&lt;br /&gt;
&lt;br /&gt;
Building on the discussion on turn length in [[User_talk:Danial#User_Commentary_2|Danial&#039;s User talk]], if a turn length is estimated to be 5 seconds, one square being 1 meter, an 80TU soldier has a &amp;quot;speed [of] 20m/5 sec. This is a speed of 14.4kmh- just shy of 9mph&amp;quot;. Given a Chryssalid of 120TU is 50% faster, this makes it dash at nearly 22km/h or 14mi/h. For comparison, imagine trying to outrun someone on a bicycle!&lt;br /&gt;
[[User:KayDat|KayDat]] ([[User talk:KayDat|talk]]) 04:35, 2 August 2023 (CEST)&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=114829</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=114829"/>
		<updated>2023-07-25T06:52:54Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* User Mods */ Added From the Apocalypse to the list of mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;t have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum: Hardmode Expansion -- General Feedback Thread] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum: Hardmode Expansion Downloadlinks &amp;amp; Links], [https://github.com/hellrazor4223/hardmode-expansion/releases/latest Hardmode Expansion Latetest Github], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
=== The Hybrid Mod. ===&lt;br /&gt;
&lt;br /&gt;
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.&lt;br /&gt;
&lt;br /&gt;
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.&lt;br /&gt;
&lt;br /&gt;
You can recover crash UFOs from the sea, use crafts from both game and more.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/openxcom/m/the-hybrid-mod-version-36-with-expansions&lt;br /&gt;
&lt;br /&gt;
=== 40k for OpenXcom ===&lt;br /&gt;
&lt;br /&gt;
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!&lt;br /&gt;
&lt;br /&gt;
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums&lt;br /&gt;
&lt;br /&gt;
https://openxcom.mod.io/40k&lt;br /&gt;
&lt;br /&gt;
=== X-Chronicles ===&lt;br /&gt;
&lt;br /&gt;
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.&lt;br /&gt;
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.&lt;br /&gt;
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/x-chronicles&lt;br /&gt;
&lt;br /&gt;
=== X-Com: From the Ashes ===&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s initiative failed, alien agents infiltrated the ranks of most major governments. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, and conduct an undercover struggle against alien forces. Uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty and more.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/from-the-ashes&lt;br /&gt;
&lt;br /&gt;
=== From the Apocalypse ===&lt;br /&gt;
&lt;br /&gt;
A total conversion mod, deeply inspired by X-Com Apocalypse.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;X-Com Apocalypse is my most special game. This mod is my personal re-imagination of that game and at the same time a tribute to it. Some designs have been ripped straight from Apocalypse, some are stolen elsewhere, but some others --such as: plasma weapons, laser weapons, and Auto-Cannon-- are made entirely by me.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://openxcom.org/forum/index.php?topic=3319.0&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=114828</id>
		<title>Mods (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(OpenXcom)&amp;diff=114828"/>
		<updated>2023-07-25T05:32:28Z</updated>

		<summary type="html">&lt;p&gt;KayDat: /* The Hybrid Mod. */ Update link from moddb to mod.io&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you finally got tired of the vanilla experience? &#039;&#039;(shame on you)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry, there&#039;s dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you&#039;re interested in making your own, check [[Customizing (OpenXcom)|Customizing]].&lt;br /&gt;
&lt;br /&gt;
== Standard Mods ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom includes a standard set of mods based on [[UFOextender]] and [[XcomUtil]].  Here&#039;s a brief description of what&#039;s included:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aliens Pick Up Weapons&#039;&#039;&#039;: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).&lt;br /&gt;
* &#039;&#039;&#039;Limit Craft Item Capacities&#039;&#039;&#039;: Limits the number of items you can take on a craft to 80, just like in the original X-COM.&lt;br /&gt;
* &#039;&#039;&#039;PSX Static Cydonia Map&#039;&#039;&#039;: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Gun Melee&#039;&#039;&#039;: Adds a stun melee attack to every weapon (called &#039;&#039;Stun Fest&#039;&#039; in UFOextender). The TU/Damage is based on the weapon&#039;s class: &amp;lt;table {{StdCenterTable}}&amp;gt;&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and Small Launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and Auto-Cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Psionic Line of Fire&#039;&#039;&#039;: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.&lt;br /&gt;
* &#039;&#039;&#039;UFOextender Starting Avalanches&#039;&#039;&#039;: All starting X-COM craft come with [[Avalanche|Avalanche Missiles]] equipped.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Daytime&#039;&#039;&#039;: Forces all ground missions to daytime. Not compatible with the mod below.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Always Nighttime&#039;&#039;&#039;: Forces all ground missions to nighttime. Not compatible with the mod above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Fighter Transports&#039;&#039;&#039;: Allows fighter craft ([[Interceptor]] and [[Firestorm]]) to carry soldiers and tanks to ground missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil High Explosive Damage&#039;&#039;&#039;: Increases the [[High Explosive]] damage to 200, letting it pierce UFO walls.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Ground Tanks&#039;&#039;&#039;: Gives ground [[Tank]]s the same stats as Hovertanks.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Improved Heavy Laser&#039;&#039;&#039;: Increases the damage and accuracy of the [[Heavy Laser]].&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil No Psionics&#039;&#039;&#039;: Removes all Psi tech from the game, both X-COM and alien.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Pistol Auto Shot&#039;&#039;&#039;: Gives the standard-issue [[Pistol]] an auto shot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Skyranger Weapon Slot&#039;&#039;&#039;: Gives the [[Skyranger]] a craft weapon slot.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Base&#039;&#039;&#039;: Moves the starting 3 [[Hangar]]s to the top to make the base easier to defend in [[Base Defense]] missions.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Improved Base&#039;&#039;&#039;: Gives the starting base a [[Large Radar]], [[Alien Containment]], 50 scientists and 20 engineers.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Starting Defensive Improved Base&#039;&#039;&#039;: Combination of the two mods above.&lt;br /&gt;
* &#039;&#039;&#039;XcomUtil Statstrings&#039;&#039;&#039;: Soldiers get [[Statstrings]] added to their names based on their stats.&lt;br /&gt;
&lt;br /&gt;
== Downloading &amp;amp; Installing ==&lt;br /&gt;
&lt;br /&gt;
However they&#039;re nothing compared to the plethora of fan mods out there! You can usually find them on these websites:&lt;br /&gt;
&lt;br /&gt;
* [https://openxcom.mod.io/ OpenXcom Mod Portal]&lt;br /&gt;
* [http://openxcom.org/forum/index.php?board=16.0 OpenXcom Completed Mods forum]&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for 1.0 ===&lt;br /&gt;
&lt;br /&gt;
Check the individual instructions included by the mod author. Most mods just need to be extracted into your [https://github.com/SupSuper/OpenXcom#directory-locations Data Folder], but some require special steps and instructions.&lt;br /&gt;
&lt;br /&gt;
=== Installing Mods for the Nightly Version ===&lt;br /&gt;
&lt;br /&gt;
* Extract the mod to a new folder under your mods folder&lt;br /&gt;
** The mods directory is in your [https://github.com/SupSuper/OpenXcom#directory-locations User Folder], where your savegames are&lt;br /&gt;
** If the mods directory doesn&#039;t exist, start OpenXcom once and quit and check again&lt;br /&gt;
** WinZip has an &amp;quot;Extract to&amp;quot; option that creates a directory whose name is based on the archive name.&lt;br /&gt;
** It doesn&#039;t really matter what the directory name is as long as it is unique.&lt;br /&gt;
&lt;br /&gt;
Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out.  For example, if you extract a mod to &amp;lt;user folder&amp;gt;/mods/LulzMod and you see something like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/data/TERRAIN/&lt;br /&gt;
    mods/LulzMod/data/Rulesets/&lt;br /&gt;
&lt;br /&gt;
and so on, just move everything up a level so it looks like:&lt;br /&gt;
&lt;br /&gt;
    mods/LulzMod/TERRAIN/&lt;br /&gt;
    mods/LulzMod/Rulesets/&lt;br /&gt;
&lt;br /&gt;
To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten!&lt;br /&gt;
To upgrade a mod, just delete the folder and replace it with the new version.  &lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/L1WUpX9n7gY?t=14m58s Video Tutorial: Install Mods for Nightly]&lt;br /&gt;
&lt;br /&gt;
== Enabling New Mods ==&lt;br /&gt;
&lt;br /&gt;
If you did everything correctly, you should now find your mod listed in-game in the Options &amp;gt; Mods section. If it&#039;s not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.&lt;br /&gt;
&lt;br /&gt;
If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.&lt;br /&gt;
&lt;br /&gt;
== User Mods ==&lt;br /&gt;
&lt;br /&gt;
There are tons of mods for OpenXcom, but here are some of the more comprehensive experiences still being updated:&lt;br /&gt;
&lt;br /&gt;
=== Final Mod Pack ===&lt;br /&gt;
This is a &amp;quot;megamod&amp;quot;: a collection of about 70 mods from various authors, merged together and balanced. Besides adding a ton of content, it also makes the game longer and more varied.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,2027.0.html Forum Link], [https://openxcom.mod.io/final-mod-pack Download Link], [http://youtu.be/L1WUpX9n7gY?t=22m36s Video Tutorial: Install FMP]&lt;br /&gt;
&lt;br /&gt;
=== The X-Com Files ===&lt;br /&gt;
A cross between an expansion and a total conversion mod derived from the Final Mod Pack, adding even more content in the vein of The X-Files. The game now starts in 1996, as the newly formed X-COM project must discover the secrets behind the mutated animals and dangerous cults emerging throughout the world, figure out their connection to the reports of alien activity, repel the alien threats to Earth, and navigate through the enormous amounts of red tape that force you to start with only two agents and a rental car. The truth is out there!&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/board,21.0.html Forum Link]&lt;br /&gt;
[https://openxcom.mod.io/the-x-com-files Download Link]&lt;br /&gt;
&lt;br /&gt;
=== Hardmode Expansion ===&lt;br /&gt;
Hardmode Expansion intends to make the gameplay more challenging and deals with most of vanilla versions flaws, like overpowered Psi and early Plasma ownage. It sticks strongly towards the vanilla core components and builts upon them. It is aimed at experienced X-Com players, who know the game well and are not afraid of a difficulty higher then Superhuman. The Aliens have more variants and your weapons will slowly become obsolete due to them. Research progress is a must, but comes at costs.&lt;br /&gt;
&lt;br /&gt;
For playing you should choose difficulty Superhuman, since the mod is balanced to be played on Superhuman difficulty, otherwise you wouldn&#039;t have the full experience. The difficulty will actually be higher then Superhuman. Technologies will need alive aliens captures to unlock and will trigger additional mission.&lt;br /&gt;
&lt;br /&gt;
Research takes longer and you do not have access to an alien containment from the beginning. It is recommend to get between 200-250 scientists by November. Otherwise the game becomes very difficult.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3550.0.html Forum: Hardmode Expansion -- General Feedback Thread] or [https://openxcom.org/forum/index.php/topic,4971.0.html Forum: Hardmode Expansion Downloadlinks &amp;amp; Links], [https://github.com/hellrazor4223/hardmode-expansion/releases/latest Hardmode Expansion Latetest Github], [http://youtu.be/L1WUpX9n7gY?t=33m45s Video Tutorial: Install Hardmode Expansion], [[Hardmode|Wiki Link]]&lt;br /&gt;
&lt;br /&gt;
=== Piratez (or X-Piratez) ===&lt;br /&gt;
The year is 2600. The Earth has been long conquered by aliens. You run a gang of all-female mutant pirates. Rob aliens and their human proxies for fun, profit and power. Now with a custom .exe that allows for a ton of unique features; bigger and better than ever before. &lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3626.0.html Forum Link], [https://openxcom.mod.io/x-piratez Modsite Download Link], [http://openxcom.org/forum/index.php/topic,4465.0.html Alternate Download Link], [[Piratez|Wiki Link]],[http://youtu.be/L1WUpX9n7gY?t=54m11s Video Tutorial: Install X-Piratez]&lt;br /&gt;
&lt;br /&gt;
=== Area 51 ===&lt;br /&gt;
Area 51 is an expansion that aims to enlarge the original game&#039;s experience, give it a couple new challenges, and leave nearly everything untouched about the original. It does not aim to include all the existing mods or drastically change the game although there are a lot of new features and other mods included. Area 51 was formerly known as UFO Redux until version 0.9.&lt;br /&gt;
&lt;br /&gt;
The aliens have stepped up their covert operations on Earth, sending teams of their agents to infiltrate and support the UFO activities on the ground. Fleets of alien craft attack the planet&#039;s defense, transport, manufacturing and research facilities that support the Earth&#039;s armed forces, targeted by alien covert teams who also work in subverting the individual countries of the Council. The aliens also include new species, weapons and units.&lt;br /&gt;
&lt;br /&gt;
To deal with this new threat, XCom now finds itself equipped with new weapons, crafts and HWPs. However, unlocking the secrets of advanced tech now require assistance of an alien captive or recovering specific items from missions.&lt;br /&gt;
&lt;br /&gt;
New mission types have been added such as Ship Assault (to disable its navigation), HWP/Skyranger factories, Facility Defense, Research Recovery, Capture and others. Unique missions will also give XCom the possibility of slowing down the alien invasion until it is possible to capture the Ethereal Commander required to send the Avenger to Cydonia.&lt;br /&gt;
&lt;br /&gt;
[http://openxcom.org/forum/index.php/topic,3328.0.html Forum Link], [https://openxcom.mod.io/area-51 Download Link], [http://youtu.be/L1WUpX9n7gY?t=29m25s Video Tutorial: Install Area 51]&lt;br /&gt;
&lt;br /&gt;
=== The Hybrid Mod. ===&lt;br /&gt;
&lt;br /&gt;
This mod will enable you to play both UFO and TFTD in a single campaign in one game, instead of two games. First you play the UFO campaign as per normal, then TFTD, once the brain is destroyed on Cydonia.&lt;br /&gt;
&lt;br /&gt;
Main feature of this mod is the Hybrid Globe, you can access both UFO and TFTD Terrain, all their weapons and Aliens from both game.&lt;br /&gt;
&lt;br /&gt;
You can recover crash UFOs from the sea, use crafts from both game and more.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/openxcom/m/the-hybrid-mod-version-36-with-expansions&lt;br /&gt;
&lt;br /&gt;
=== 40k for OpenXcom ===&lt;br /&gt;
&lt;br /&gt;
This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet besieged by Chaos, you must find a way to end the Warp Storm and purge your world!&lt;br /&gt;
&lt;br /&gt;
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums&lt;br /&gt;
&lt;br /&gt;
https://openxcom.mod.io/40k&lt;br /&gt;
&lt;br /&gt;
=== X-Chronicles ===&lt;br /&gt;
&lt;br /&gt;
Global fantasy-themed overhaul mod. This time, the aliens did not come, instead - magic came to Earth. And along with it, strange magical creatures, sorcerers, zombies and other fantasy clichés. Choose a patron country on which the gameplay will depend.&lt;br /&gt;
Learn magic technologies and throw away your guns. Evolve your operatives from ordinary humans to demigods ... or monsters.&lt;br /&gt;
Learn powerful battle spells. With all these bells and whistles, go down to the abode of Aliens ...and lose outright to the horrors there.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/x-chronicles&lt;br /&gt;
&lt;br /&gt;
=== X-Com: From the Ashes ===&lt;br /&gt;
&lt;br /&gt;
X-COM&#039;s initiative failed, alien agents infiltrated the ranks of most major governments. There is no support from the Council of Funding Nations, and Council members loyal to X-COM are scattered and remain concealed. The player will need to learn how to survive in the new circumstances, and conduct an undercover struggle against alien forces. Uses its own version of the game engine. There are many entirely new mechanics in the game - diplomacy, covert operations, new tactical mission objectives, loyalty and more.&lt;br /&gt;
&lt;br /&gt;
https://openxcom.old.mod.io/from-the-ashes&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40185</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40185"/>
		<updated>2012-10-23T00:59:06Z</updated>

		<summary type="html">&lt;p&gt;KayDat: Undo revision 40183 by KayDat (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&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;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|20px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty levels]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
&lt;br /&gt;
: [[Armour (EU2012)|Armour]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
: [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Missions (EU2012)|Alien Missions]]&lt;br /&gt;
&lt;br /&gt;
[[UFOs (EU2012)|UFOs]]&lt;br /&gt;
: [[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[UFO Components (EU2012)|UFO Components]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Xcom_eu_logo.jpg|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Defense (EU2012)|Defense]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Scouting (EU2012)|Scouting]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (EU2012)|Guides &amp;amp; Tips]]&lt;br /&gt;
: [[Beginner Guide]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Managing Panic (EU2012)|Managing Panic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Maps (Multiplayer) (EU2012)|Maps]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Builds (EU2012)|Squad Builds]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Abilities (EU2012)|List of all abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40184</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40184"/>
		<updated>2012-10-23T00:58:15Z</updated>

		<summary type="html">&lt;p&gt;KayDat: Added link to Foundry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&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;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|20px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty levels]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
: [[Abilities_(EU2012)|Abilities]]&lt;br /&gt;
: [[Armour (EU2012)|Armour]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
: [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Missions (EU2012)|Alien Missions]]&lt;br /&gt;
&lt;br /&gt;
[[UFOs (EU2012)|UFOs]]&lt;br /&gt;
: [[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[UFO Components (EU2012)|UFO Components]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Xcom_eu_logo.jpg|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Defense (EU2012)|Defense]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Scouting (EU2012)|Scouting]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (EU2012)|Guides &amp;amp; Tips]]&lt;br /&gt;
: [[Beginner Guide]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Managing Panic (EU2012)|Managing Panic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Maps (Multiplayer) (EU2012)|Maps]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Builds (EU2012)|Squad Builds]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Abilities (EU2012)|List of all abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40183</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=40183"/>
		<updated>2012-10-23T00:57:14Z</updated>

		<summary type="html">&lt;p&gt;KayDat: Added link to soldier abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&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;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|20px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty levels]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
: [[Abilities_(EU2012)|Abilities]]&lt;br /&gt;
: [[Armour (EU2012)|Armour]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
: [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Missions (EU2012)|Alien Missions]]&lt;br /&gt;
&lt;br /&gt;
[[UFOs (EU2012)|UFOs]]&lt;br /&gt;
: [[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[UFO Components (EU2012)|UFO Components]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Xcom_eu_logo.jpg|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Defense (EU2012)|Defense]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Scouting (EU2012)|Scouting]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (EU2012)|Guides &amp;amp; Tips]]&lt;br /&gt;
: [[Beginner Guide]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Managing Panic (EU2012)|Managing Panic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Maps (Multiplayer) (EU2012)|Maps]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Builds (EU2012)|Squad Builds]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Abilities (EU2012)|List of all abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=39643</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=39643"/>
		<updated>2012-10-18T23:12:27Z</updated>

		<summary type="html">&lt;p&gt;KayDat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item name&lt;br /&gt;
!Gray Market Value §&lt;br /&gt;
!Required for research/foundry project&lt;br /&gt;
!Required for manufacturing&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]]&lt;br /&gt;
|[[Uplink Targeting (EU2012)|Uplink Targeting]] (3x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Thin Men Corpse (EU2012)|Thin Men Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Thin Men Autopsy (EU2012)|Thin Men Autopsy]]&lt;br /&gt;
|[[Foundry_(EU2012)#Foundry_Projects|Improved Medkit]] (4x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&lt;br /&gt;
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], [[Foundry_(EU2012)#Foundry_Projects|Advanced Repair]], Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Corpse (EU2012)|Muton Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Autopsy (EU2012)|Muton Autopsy]], [[Foundry_(EU2012)#Foundry_Projects|Ammo Conservation]] (6x)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Berserker Corpse (EU2012)|Muton Berserker Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Berserker Autopsy (EU2012)|Muton Berserker Autopsy]]&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Drone Wreck (EU2012)|Drone Wreck]], [[Foundry_(EU2012)#Foundry_Projects|Drone Capture]] (4x)&lt;br /&gt;
|2&lt;br /&gt;
|[[Drone Autopsy (EU2012)|Drone Autopsy]], [[Foundry_(EU2012)#Foundry_Projects|Improved Arc Thrower]] (4x), Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]&lt;br /&gt;
|7&lt;br /&gt;
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]], [[Foundry_(EU2012)#Foundry_Projects|Advanced Construction]] (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&lt;br /&gt;
|[[Mind Shield (EU2012)|Mind Shield]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x),  [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]], [[Foundry_(EU2012)#Foundry_Projects|Stealth Satellites]] (3x)&lt;br /&gt;
|40&lt;br /&gt;
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]&lt;br /&gt;
|20&lt;br /&gt;
| none&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|75&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]&lt;br /&gt;
|30&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
|1&lt;br /&gt;
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), [[Plasma Pistol (EU2012)|Plasma Pistol]] (40x), [[Beam Weapons (EU2012)|Beam Weapons]] (10x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (EU2012)|Alien Food]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Entertainment (EU2012)|Alien Entertainment]]&lt;br /&gt;
| 17&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (EU2012)|Alien Surgery]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Core(EU2012)|Fusion Core]]&lt;br /&gt;
| 125&lt;br /&gt;
| [[Fusion Lance (EU2012)|Fusion Lance]], Guided Fusion Launcher&lt;br /&gt;
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=39642</id>
		<title>Alien Artifacts (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(EU2012)&amp;diff=39642"/>
		<updated>2012-10-18T22:44:28Z</updated>

		<summary type="html">&lt;p&gt;KayDat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Item name&lt;br /&gt;
!Gray Market Value §&lt;br /&gt;
!Required for research/foundry project&lt;br /&gt;
!Required for manufacturing&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]], [[Xeno-Biology (EU2012)|Xeno-Biology]]&lt;br /&gt;
|[[Uplink Targeting (EU2012)|Uplink Targeting]] (3x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Thin Men Corpse (EU2012)|Thin Men Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Thin Men Autopsy (EU2012)|Thin Men Autopsy]]&lt;br /&gt;
|[[Foundry_(EU2012)#Foundry_Projects|Improved Medkit]] (4x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&lt;br /&gt;
|[[Chitin Plating (EU2012)|Chitin Plating]] (4x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Defense Matrix (Dodge)(EU2012)|Defense Matrix (Dodge)]] (x3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]], Advanced Repair, Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Corpse (EU2012)|Muton Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Autopsy (EU2012)|Muton Autopsy]], [[Foundry_(EU2012)#Foundry_Projects|Ammo Conservation]] (6x)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Berserker Corpse (EU2012)|Muton Berserker Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Berserker Autopsy (EU2012)|Muton Berserker Autopsy]]&lt;br /&gt;
|[[Combat Stims (EU2012)|Combat Stims]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Drone Wreck (EU2012)|Drone Wreck]], Drone Capture (4x)&lt;br /&gt;
|2&lt;br /&gt;
|[[Drone Autopsy (EU2012)|Drone Autopsy]], Improved Arc Thrower (4x), Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyberdisk Wreck (EU2012)|Cyberdisk Wreck]]&lt;br /&gt;
|7&lt;br /&gt;
|[[Cyberdisk Autopsy (EU2012)|Cyberdisk Autopsy]], Advanced Flight (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sectopod Wreck (EU2012)|Sectopod Wreck]]&lt;br /&gt;
|10&lt;br /&gt;
|[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]], Advanced Construction (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&lt;br /&gt;
|[[Mind Shield (EU2012)|Mind Shield]] (1x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|[[Skeleton Key (EU2012)|Skeleton Key]] (10x)&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Alien Materials (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]] (10x), [[Skeleton Suit (EU2012)|Skeleton Suit]] (15x), [[Beam Weapons (EU2012)|Beam Weapons]] (5x)&lt;br /&gt;
|[[Carapace Armor (EU2012)|Carapace Armor]] (15x), [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] (23x), [[Heavy Laser (EU2012)|Heavy Laser]] (23x), [[Scatter Laser (EU2012)|Scatter Laser]] (23x),  [[Laser Rifle (EU2012)|Laser Rifle]] (13x), [[Laser Pistol (EU2012)|Laser Pistol]] (8x), [[Skeleton Key (EU2012)|Skeleton Key]] (10x), [[Laser Cannon (EU2012)|Laser Cannon]] (21x), [[Chitin Plating (EU2012)|Chitin Plating]] (10x)&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Nav Computer (EU2012)|UFO Flight Computer]], Stealth Satellites (3x)&lt;br /&gt;
|40&lt;br /&gt;
|[[Alien Nav Computer (EU2012)|Alien Nav Computer]] (2x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO nav-computer (damaged) (EU2012)|UFO nav-computer (damaged)]]&lt;br /&gt;
|20&lt;br /&gt;
| none&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|75&lt;br /&gt;
|[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[UFO Power Source (damaged) (EU2012)|UFO Power Source (damaged)]]&lt;br /&gt;
|30&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
|1&lt;br /&gt;
|[[Weapon Fragment (EU2012)|Weapon Fragment]] (5x), [[Plasma Pistol (EU2012)|Plasma Pistol]] (40x), [[Beam Weapons (EU2012)|Beam Weapons]] (10x)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Food (EU2012)|Alien Food]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Entertainment (EU2012)|Alien Entertainment]]&lt;br /&gt;
| 17&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Stasis Tank (EU2012)|Alien Stasis Tank]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Surgery (EU2012)|Alien Surgery]]&lt;br /&gt;
| 10&lt;br /&gt;
| none&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Core(EU2012)|Fusion Core]]&lt;br /&gt;
| 125&lt;br /&gt;
| [[Fusion Lance (EU2012)|Fusion Lance]], Guided Fusion Launcher&lt;br /&gt;
| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39411</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39411"/>
		<updated>2012-10-17T01:44:02Z</updated>

		<summary type="html">&lt;p&gt;KayDat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Rookie psionics=====&lt;br /&gt;
* Current: Rookies who have psionics get a diamond-shaped emblem like other Classes, but with a question mark.  However, the emblem is white rather than having the purple glow normally shown for Squaddies+ who have psionics.&lt;br /&gt;
* Suggestions: Something more polished than the question mark would look nice and a purple glow would make it consistent with the rest of your squad.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=27688</id>
		<title>Hoverbike (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hoverbike_(Apocalypse)&amp;diff=27688"/>
		<updated>2010-03-05T12:13:02Z</updated>

		<summary type="html">&lt;p&gt;KayDat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_hoverbike_pedia.png|Hoverbike UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_hoverbike_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The unusual Hoverbike with &#039;side car&#039; is used for military purposes or for the personal pleasure of wayward youth who enjoy speed and altitude. Its good power to weight ratio means that this is the most maneuverable air vehicle but it can only carry light armaments. The Hoverbike can be a valuable means of transport for the Agent on investigative missions where speed of response is essential.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The hoverbike is the cheapest form of air travel and a classic favourite. It&#039;s cheap, convenient, fast and has a breakneck turning speed. Unfortunately, it also blows up very easily if hit too hard, but it is able to dodge incoming fire easily because of it&#039;s small size and agility. It sports a small weapon hardpoint that can mount a weapon as heavy as the [[Lineage Plasma Cannon (Apocalypse)|Lineage Plasma Cannon]] or the one-shot [[Justice Missile Launcher (Apocalypse)|Justice missile launcher]]. It also has a dedicated slot for a small [[Cyberweb]] [[Light Weapons Control (Apocalypse)|weapon control module]]. Two agents can ride the bike, but it&#039;s more efficient when utilised as an unmanned combat vehicle rather than as a light transport to and from combat sites. Best utilised in small hoverbike fleets except against ships with efficient anti-air weaponry or technology. (i.e. the [[Disruptor Multi-Bomb Launcher (Apocalypse)|Multibomb Launcher]])&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_hoverbike_large.png|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[SD Standard (Apocalypse)|SD Standard]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engine Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12+4 (using [[SD Sports (Apocalypse)|SD Sports]] engine)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; [[40mm Auto Cannon (Apocalypse)|40mm Auto Cannon]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1x3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1x1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Passengers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If total weight is less than 350 Hoverbikes get a +4 bonus to their engine speed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mega-Primus Craft (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:KayDat&amp;diff=27682</id>
		<title>User:KayDat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:KayDat&amp;diff=27682"/>
		<updated>2010-03-02T15:59:26Z</updated>

		<summary type="html">&lt;p&gt;KayDat: New page: Some of you may know my name as Ki-tat Chung, from StrategyCore forums.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of you may know my name as Ki-tat Chung, from StrategyCore forums.&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Biochemistry&amp;diff=27681</id>
		<title>Talk:Biochemistry</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Biochemistry&amp;diff=27681"/>
		<updated>2010-03-02T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;KayDat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;it seems to me that the values under &amp;quot;cost&amp;quot; are WAY off. First off, I am making the assumption that by cost we mean &amp;quot;skill hours&amp;quot; and not financial cost. Some of them could be simply mistakes, such as the multiworm being listed as 90k and 15k, which is (according to Apoc&#039;d) 9k and 15k; yet others are so different that it cannot have been a simple typo. Is there something I am missing? [[User:Talon81|Talon81]] 23:30, 18 November 2009 (EST)&lt;br /&gt;
: Looking at it the Hyperworm, Multiworm Egg and the Multiworm seem to have all typos. The original poster that added the skill hours was Blaimjos but he doesn&#039;t mentioned his source. Either he got it from one of the forums or from the Official Strategy Guide. Can you check with Apoc&#039;d all of the values that don&#039;t match? [[User:Hobbes|Hobbes]] 05:57, 19 November 2009 (EST)&lt;br /&gt;
:: Yeah, I noticed those ones seem to be typos. I have only been around this wiki for at most a year, and only on Apoc wiki for a couple months. I didn&#039;t want to be presumptuous in making major edits, but I have fixed a few things here and there. Anyway, I am going to edit all of them to match Apoc&#039;d now, and you can review my changes and undo anything you know to be wrong... but I am pretty certain Apoc&#039;d is correct.[[User:Talon81|Talon81]] 14:00, 19 November 2009 (EST)&lt;br /&gt;
::: Modesty is a virtue but don&#039;t let it restrain you from doing edits if the information is incorrect or outdated. No one here holds the truth... perhaps someone will come in a year and tell us that Apoc&#039;d values are all wrong :) [[User:Hobbes|Hobbes]] 14:42, 19 November 2009 (EST)&lt;br /&gt;
:::: BLASPHEMY!!! :-) [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 07:02, 20 November 2009 (EST)&lt;br /&gt;
::::: Thus speaks the god J&#039;ordos... we will all feel his wrath and anger now! ;) [[User:Hobbes|Hobbes]] 11:32, 20 November 2009 (EST)&lt;br /&gt;
::Sorry I&#039;m not a regular contributor.  My interest is usually tied to when I&#039;m playing the game.  My reference source was my now yellowing strategy guide.  I&#039;ve found some mistakes over 12+ years but didn&#039;t know about Apoc&#039;d and figured more was better than less.  I&#039;ll try to include my reference in the future.  Thanks for seeing enough value to correct rather than revert!![[User:Blaimjos|Blaimjos]] 20:59, 6 December 2009 (EST)&lt;br /&gt;
::: No need to feel bad. There is so much conflicting information coming from different sources, and as it turns out just because its official doesnt make it correct. In any case, I wouldn&#039;t have corrected something that wasn&#039;t there to begin with, so your help is appreciated. ;-) [[User:Talon81|Talon81]] 18:21, 7 December 2009 (EST)&lt;br /&gt;
:::: Yup, what Talon says about the official not being correct already happens with the UFO Defense Official Strategy Guide where some of the info contained there didn&#039;t match what people found when looking around in the code of the game. It is nice to have someone with the Apocalypse OSG since most of the info will be correct but that&#039;s why it is good to have different sources in order to confirm it. [[User:Hobbes|Hobbes]] 20:51, 7 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Playing through again after all these years after buying on Steam. Noticed that I can research The Alien Genetic Structure, even though I&#039;ve only researched live Multiworm Egg, Live &amp;amp; Autopsy Multiworm, and BS launcher. It&#039;s also researchable in Standard labs, not just Advanced. --[[User:KayDat|KayDat]] 10:58, 2 March 2010 (EST)&lt;/div&gt;</summary>
		<author><name>KayDat</name></author>
	</entry>
</feed>