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		<title>TRTBAG</title>
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		<updated>2008-09-28T11:24:22Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: Grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= The TFTD Research Tree Bug Avoidance Guide =&lt;br /&gt;
&amp;lt;div align = &amp;quot;right&amp;quot; style = &amp;quot;font-size:80%;&amp;quot;&amp;gt;A needlessly wordy article by [[User:NKF|NKF]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Foreword== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The designers of X-Com Terror From The Deep seem to have attempted to make the research process in TFTD much more complicated than its very straightforward predecessor&#039;s research tree. They have succeeded in doing this, but have also introduced many glaringly unacceptable errors in the process that can prevent you from completing the game.&amp;lt;/p&amp;gt; &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Some players may have had the luck of not bumping into any of these errors by picking all the right research at the right time, or have a game that doesn&#039;t seem to have these problems. Unfortunately, as the research order in TFTD is non-linear, that is to say you can research anything you&#039;ve got in any order you want, a lot of us are less fortunate. This guide should help to assist and point out some of the stickier bits. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Also note that &#039;&#039;this is not a reproduction of the research tree&#039;&#039;.&lt;br /&gt;
There are many documents in a variety of formats describing the complete research tree on the Internet that you can peruse. This document is merely a supplement. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
===Definitions===&lt;br /&gt;
The word &#039;prerequisite&#039; is used quite frequently&lt;br /&gt;
throughout this document. As prerequisite is not&lt;br /&gt;
an everyday word, here is its definition.&lt;br /&gt;
&lt;br /&gt;
:;Pre-Requisite: Pre- means &#039;before&#039;, Requisite means something that is required in order to achieve something. In Layman terms and in context with the game: to get this thingy, you need to research orhave these other thingies first.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Spoiler Warning ===&lt;br /&gt;
While this may spoil the game if you are new to&lt;br /&gt;
it, it is better to be informed than to make a&lt;br /&gt;
mistake that is irreversible. The game IS hard,&lt;br /&gt;
even for X-Com UFO veterans.&lt;br /&gt;
&lt;br /&gt;
With the exception of MC technology, this&lt;br /&gt;
document discusses a branch of the research tree&lt;br /&gt;
that will take you from the very start of the&lt;br /&gt;
game all the way to the final chamber in T&#039;Leth. (Well, not exactly, but it&#039;ll give you everything you need!) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Glitches in the System ==&lt;br /&gt;
&lt;br /&gt;
There are two major occasions where research can grind to a halt: &lt;br /&gt;
&lt;br /&gt;
* An alien is required to further research AFTER certain projects are completed&lt;br /&gt;
* An object is needed in storage before research is completed&lt;br /&gt;
&lt;br /&gt;
==  Interrogations ==&lt;br /&gt;
&lt;br /&gt;
A large portion of the research can be cut off by researching an alien in the incorrect sequence. &lt;br /&gt;
&lt;br /&gt;
for example, in order to open a new research branch, you have to have researched project A and B and then interrogate alien C in order to get new technology D. If you were to interrogate alien C before completing research on A and B, technology D will not appear for research once you&#039;ve completed research on A and B. In order to get D to appear, you must capture another alien and interrogate it again. &lt;br /&gt;
&lt;br /&gt;
So, as a rule of thumb, if an alien is a prerequisite&lt;br /&gt;
for any particular tech item, it&#039;s highly&lt;br /&gt;
recommended that hold off the completion of the interrogation until&lt;br /&gt;
all the prerequisites have been researched. &lt;br /&gt;
&lt;br /&gt;
==   The Deep One Dilemma==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The primary research path at an abstract level looks roughly like so:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Armour &lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Subs &lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | T&#039;Leth&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The path for Armour looks roughly like:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Deep One Corpse&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Aqua Plastics&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Plastic Aqua Armour&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Ion Beam Accelerators&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Live Deep One Terrorist&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Ion Armour&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Magnetic Navigation&lt;br /&gt;
 || &amp;amp;rarr; &lt;br /&gt;
 | style=&amp;quot;text-align: center; background: lavender; border: 1px gray solid; width: 80px;&amp;quot; | Mag. Ion Armour&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Not all of the technologies need to be reseached in the exact order - with the exception of the live [[Deep One]], which should only be reseached after you have met the other prerequisites for Ion Armour.&lt;br /&gt;
&lt;br /&gt;
Without Armours you won&#039;t get to research advanced subs; without advanced subs you can&#039;t reach T&#039;leth and defeat the aliens once and for all.&lt;br /&gt;
&lt;br /&gt;
You will need a living specimen and a&lt;br /&gt;
corpse. In older versions of the game, where you&lt;br /&gt;
need a lobsterman navigator to get magnetic&lt;br /&gt;
navigation, getting a live Deep One Terrorist is&lt;br /&gt;
not that important. However, in TFTD versions&lt;br /&gt;
with the v2 update, success hinges on getting a&lt;br /&gt;
living Deep One terrorist.&lt;br /&gt;
&lt;br /&gt;
Deep One Terrorists can be found in most Gill-man&lt;br /&gt;
land missions. They do not appear underwater (1),&lt;br /&gt;
and are replaced with Xarquids if you shoot down&lt;br /&gt;
Gill-Men terror ships.&lt;br /&gt;
&lt;br /&gt;
:(1) &#039;&#039;you may find some Deep One Terrorists in the second level of T&#039;Leth; however, you may only get there after when you already have the tech they provide.&#039;&#039;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Don&#039;t worry if you missed them, Gill-Man terror&lt;br /&gt;
sites do still appear when it&#039;s late in the game,&lt;br /&gt;
although they are abundant early in game.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Deep One Terrorists also appear in &#039;mixed&#039; alien&lt;br /&gt;
crew land missions. A mixed crew is made up of a&lt;br /&gt;
variety of species, and in terror sites and base&lt;br /&gt;
attacks, will be supported by a variety of&lt;br /&gt;
land-based terror units, which includes the Deep&lt;br /&gt;
One Terrorist as well as the odd Xarquid (which&lt;br /&gt;
normally replaces the Deep One Terrorist for&lt;br /&gt;
underwater missions).&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Just promote a terror site by leaving any ships&lt;br /&gt;
on terror missions alone, or encourage the&lt;br /&gt;
Gill-Men or &#039;mixed&#039; crews to attack your base by&lt;br /&gt;
shooting some of their USOs down near your base.&lt;br /&gt;
You might also want to dismantle your M.C&lt;br /&gt;
generator to improve the likelihood of an attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Before starting research on the Deep One&lt;br /&gt;
Terrorist, refer to the Ion Armour section.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Finally, researching an alien medic and getting&lt;br /&gt;
information on the Deep One Terrorist or its&lt;br /&gt;
corpse is not the same as researching the real&lt;br /&gt;
thing. You will not get any research benefits&lt;br /&gt;
from the alien medic&#039;s report. Keep this in mind.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  The Tasoth Commander Trap==&lt;br /&gt;
&lt;br /&gt;
Note that it is unfortunately difficult to double check the validity of this bug at the present time, so this section has been intentionally left vague for now, but is left for the benefit of the that may experience it. &lt;br /&gt;
&lt;br /&gt;
Most copies of the game do not recognise the Tasoth Commander as a legal alien (Although the alien/rank combination can still exist) and cannot be researched. If for whatever reason one does somehow appear on your research list, do not complete the research on it until after obtaining a Leviathan and the final mission launch button. Researching it will prevent these topics from being researched through normal means. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure whether you&#039;ll face this bug or otherwise, update your game with the v2 patch if you are using the Dos version. The Collectors edition of TFTD is already updated to v2.&lt;br /&gt;
&lt;br /&gt;
==Required Objects == &lt;br /&gt;
===  The MC Reader and Sub Construction samples===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
These two items, the MC Reader and the Sub&lt;br /&gt;
Construction store item, are special in that they&lt;br /&gt;
will only become available for research if and&lt;br /&gt;
only if a sample is available in your general&lt;br /&gt;
stores before completing research for their&lt;br /&gt;
prerequisite technologies.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If you do not have any when completing research&lt;br /&gt;
on the last of their required technologies, they&lt;br /&gt;
will NOT appear later even after acquiring a few&lt;br /&gt;
samples.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
For example: If you&#039;ve done Zrbite and are about&lt;br /&gt;
to finish research on the Transmission Resolver,&lt;br /&gt;
make sure that you have the &#039;sub construction&#039;&lt;br /&gt;
item in stores before the research on the&lt;br /&gt;
Transmission Resolver hits 100%, or vice-versa.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Between the MC Reader and the Sub Construction&lt;br /&gt;
store item, the &#039;sub construction&#039; store item is&lt;br /&gt;
required to win the game. The MC Reader is&lt;br /&gt;
optional.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note: This does not apply to Aqua Plastics. You&lt;br /&gt;
can research it even without any samples.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note: If this happens to you and you don&#039;t have a suitable save game to revert, you can still rescue your game using a hex editor. Open the file RESEARCH.DAT that resides in the appropriate save game folder and set the byte at the hexadecimal offset 0x1B4 to 1. This will allow you to research Alien Sub Construction. (It will allow you to research it even if you don&#039;t have the prerequisite technologies, in fact, but you wouldn&#039;t cheat that way, would you?)&amp;lt;br&amp;gt;&lt;br /&gt;
Modify save games at your own risk. You should always create a backup first.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version differences==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are two versions of TFTD. The original&lt;br /&gt;
unpatched version of TFTD and the one with the v2&lt;br /&gt;
update.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Players with the Collectors Edition of TFTD have&lt;br /&gt;
the version with the v2 patch.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The known changes in the research tree are as&lt;br /&gt;
follows:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
====Unpatched====&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
A Lobsterman Navigator is needed to research&lt;br /&gt;
Magnetic Navigation&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ion Armour is not required for Magnetic Ion&lt;br /&gt;
Armour. All the technologies you need for&lt;br /&gt;
Magnetic Ion Armour are Plastic Aqua Armour, Ion&lt;br /&gt;
Beam Accelerators and Magnetic Navigation.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
====v2====&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Magnetic Navigation can be researched as soon as&lt;br /&gt;
one is in storage. The lobsterman navigator is&lt;br /&gt;
NOT required.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ion Armour is required for Magnetic Ion Armour.&lt;br /&gt;
Magnetic Ion Armour now just requires Magnetic&lt;br /&gt;
Navigation and Ion Armour.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Yes, in other words, the v2 patch makes it easier&lt;br /&gt;
to get Mag. Ion Armour. However, it also means&lt;br /&gt;
that winning the game hinges on your ability to&lt;br /&gt;
obtain a live Deep One terrorist AND researching&lt;br /&gt;
it in the right order.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
If you patch your game and reload a campaign&lt;br /&gt;
created before the patch, you might face a few&lt;br /&gt;
research problems. It&#039;s not that common, but you&lt;br /&gt;
might find that you&#039;ll have some trouble with&lt;br /&gt;
researching the more advanced armour via the V2&lt;br /&gt;
method. There should be no problems if you&lt;br /&gt;
haven&#039;t even started on the Ion Armour or Mag Ion&lt;br /&gt;
Armour yet. It&#039;s mostly for campaigns where&lt;br /&gt;
you&#039;re already half-way through researching the&lt;br /&gt;
armour.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Good Bit=&lt;br /&gt;
The all important good bit gets down to the brass tacks. It&#039;s probably why you&#039;re here, so dig in! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alien Sub Components ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Zrbite || None || style=&amp;quot;text-align: left&amp;quot; | A clump of Zrbite can be found underneath an Ion Beam Accelerator unit. If any explosive detonations occur near the IBA unit, it will be destroyed as it is very brittle (or rather, the IBA will blow up).&lt;br /&gt;
&lt;br /&gt;
You can pick up these clumps, but finding a clump only occurs in unusual circumstances. For example, throwing an unconscious soldier into an IBA and waiting for him or her to wake up. Falling down onto one or walking into one with the walk-through-walls bug.&lt;br /&gt;
&lt;br /&gt;
Xcomutil users will often find Zrbite clumps lying about when selecting a USO floor map that is not the same as the type of USO you&#039;re actually attacking.&lt;br /&gt;
 |-&lt;br /&gt;
 | Aqua Plastics || Deep One corpse || style=&amp;quot;text-align: left&amp;quot; | You don&#039;t need any aqua plastics to research it. You just need the Deep One corpse.&lt;br /&gt;
 |-&lt;br /&gt;
 | Ion Beam Accelerators || None || style=&amp;quot;text-align: left&amp;quot; | Ion Beam Accelerator units are found in intact alien USOs. Most smaller enemy subs will lose their IBA units if shot down, although some of the IBA units may survive if they&#039;re in larger ships.&lt;br /&gt;
 |-&lt;br /&gt;
 | Magnetic Navigation || None (TFTD v2) or Lobsterman&amp;amp;nbsp;Navigator (TFTD&amp;amp;nbsp;pre-v2) || style=&amp;quot;text-align: left&amp;quot; | In older versions of the game, a Lobsterman Navigator is required to get Magnetic Navigation. Otherwise, it should appear immediately on the research list once one is in storage.&lt;br /&gt;
 |-&lt;br /&gt;
 | Transmission Resolver || Magnetic Navigation || style=&amp;quot;text-align: left&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
 |-&lt;br /&gt;
 | Sub Construction || Sub Construction (item), Zrbite, Transmission&amp;amp;nbsp;Resolver || style=&amp;quot;text-align: left&amp;quot; | Keep at least one &#039;sub construction&#039; component in storage before completing either of the two prerequisites. If you don&#039;t have one when both the prerequisites have been met, you will not get the &#039;sub construction&#039; tech item, which is required for the advanced submarines&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Plastic&amp;amp;nbsp;Aqua Armor || Aqua&amp;amp;nbsp;Plastics || style=&amp;quot;text-align: left&amp;quot; | Aqua Plastics are obtained from a Deep One corpse. You need not have any actual aqua-plastics in storage to get the Aqua Plastics research item.&lt;br /&gt;
 |-&lt;br /&gt;
 | Ion Armour || Ion&amp;amp;nbsp;Beam&amp;amp;nbsp;Accelerators, Plastic&amp;amp;nbsp;Aqua&amp;amp;nbsp;Armour and a&amp;amp;nbsp;Deep&amp;amp;nbsp;One&amp;amp;nbsp;Terrorist || style=&amp;quot;text-align: left&amp;quot; | Research the first two prerequisites in any order you wish. However, you MUST research the live Deep One Terrorist LAST. If you researched this alien earlier, you won&#039;t get Ion Armour. Capturing another Deep One Terrorist is possible, but there is a small chance that you will not be able to research any more of them.&lt;br /&gt;
&lt;br /&gt;
This is especially important in versions of TFTD patched with the v2 update, as without Ion Armour, you cannot get Magnetic Ion Armour, which in turn is needed to get the advanced submarines.&lt;br /&gt;
 |-&lt;br /&gt;
 | Magnetic&amp;amp;nbsp;Ion Armour&amp;lt;br&amp;gt;(TFTD v2) || Ion&amp;amp;nbsp;Armour, Magnetic&amp;amp;nbsp;Navigation || style=&amp;quot;text-align: left&amp;quot; | If you don&#039;t know what version of the game you have, the method in which you obtain Mag. Ion Armour will tell you which one it is.&lt;br /&gt;
&lt;br /&gt;
For versions v2 and up, Magnetic Navigation becomes available the moment you have a sample in storage. Also keep in mind that Ion Armour is compulsory.&lt;br /&gt;
 |-&lt;br /&gt;
 | Magnetic&amp;amp;nbsp;Ion Armour&amp;lt;br&amp;gt;(TFTD pre-v2) || Magnetic&amp;amp;nbsp;Navigation, Ion&amp;amp;nbsp;Beam&amp;amp;nbsp;Accelerators || style=&amp;quot;text-align: left&amp;quot; | In older versions of TFTD, to get Magnetic Navigation, you need a Lobsterman Navigator. Keep in mind, Ion Armour is not compulsory.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Submarines ===&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Manta || Magnetic&amp;amp;nbsp;Ion&amp;amp;nbsp;Armour, Sub&amp;amp;nbsp;Construction || style=&amp;quot;text-align: left&amp;quot; | Refer to the sub component section for notes on Sub Construction. This submarine allows construction of the more advanced SWS.&lt;br /&gt;
 |-&lt;br /&gt;
 | Hammerhead || Manta || &amp;amp;nbsp;&lt;br /&gt;
 |-&lt;br /&gt;
 | Leviathan || Hammerhead, Lobsterman&amp;amp;nbsp;Commander || style=&amp;quot;text-align: left&amp;quot; | The Lobsterman Commander should be researched after the Hammerhead. Also, for your convenience, don&#039;t forget to research &#039;alien origins&#039; first so that you don&#039;t have to capture a third lobsterman commander to win the game.&lt;br /&gt;
&lt;br /&gt;
If you did not research the commander and the hammerhead in the right order, don&#039;t worry, just research another Lobsterman Commander.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Techs to Win the Game ===&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Alien&amp;amp;nbsp;Origins || Any live alien ||&lt;br /&gt;
 |-&lt;br /&gt;
 | The Ultimate Threat || Alien&amp;amp;nbsp;Origins and a&amp;amp;nbsp;Lobsterman&amp;amp;nbsp;Commander || style=&amp;quot;text-align: left&amp;quot; | Research the commander last. If you researched the commander before alien origins, don&#039;t worry. Just research another commander.&lt;br /&gt;
&#039;&#039;&#039;* A lobsterman Navigator can also substitute for the commander&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 | T&#039;Leth, the&amp;amp;nbsp;Alien&#039;s&amp;amp;nbsp;City || The&amp;amp;nbsp;Ultimate&amp;amp;nbsp;Threat and a&amp;amp;nbsp;Lobsterman&amp;amp;nbsp;Commander (another&amp;amp;nbsp;one) || style=&amp;quot;text-align: left&amp;quot; | You need to research another lobsterman commander.&lt;br /&gt;
&lt;br /&gt;
If you researched the Tasoth commander any time in the past, then there&#039;s a possibility that this very&lt;br /&gt;
important tech item will not appear, which means your current campaign has been scuttled and has already sunk all the way to the bottom of the ocean floor. Period.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have any saves made before completing research on the Tasoth commander, then your only recourse is to start a new game.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Disrupter Pulse Launcher (optional) ===&lt;br /&gt;
&lt;br /&gt;
Optional as you do not need the DPL torpedoes to win the game. It&#039;s not a serious problem, but is mentioned anyway to ally any concerns about the launchers not appearing for research.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | Disrupter&amp;amp;nbsp;Pulse Launcher || Zrbite || style=&amp;quot;text-align: left&amp;quot; | As soon as you&#039;ve researched Zrbite, you can start research on the DPL launcher and its ammo - assuming you had a sample in storage upon completion of the project.&lt;br /&gt;
&lt;br /&gt;
However, unlike Sub Construction and the Mind Probe, the DPL Launcher has a failsafe. If you did not have any samples upon completion of Zrbite, you will be able to make them appear for research the moment the &#039;&#039;&#039;next&#039;&#039;&#039; research project is completed.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Molecular Control Technology (optional) ===&lt;br /&gt;
&lt;br /&gt;
Optional because you don&#039;t need MC tech to win the game. But as its research branch has a notable bug, is included as well.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;6&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot; style=&amp;quot;border: 1px solid gray; text-align: center; background: #F9F9F9&amp;quot;&lt;br /&gt;
 |- style=&amp;quot;background: lavender; border: 1px gray solid&amp;quot;&lt;br /&gt;
 ! width=&amp;quot;15%&amp;quot; | Technology !! width=&amp;quot;20%&amp;quot; | Prerequisities !! Notes&lt;br /&gt;
 |-&lt;br /&gt;
 | M.C.-LAB || Deep&amp;amp;nbsp;One Terrorist or Calcinite&amp;amp;nbsp;Terrorist || style=&amp;quot;text-align: left&amp;quot; | Either of the two terrorist units will give you the M.C.-Lab.&lt;br /&gt;
&lt;br /&gt;
Deep One Terrorists generally follow Gill-men and Calcinites associate themselves with Aquatoids. Both aliens can be found in &#039;mixed&#039; crew land missions.&lt;br /&gt;
 |-&lt;br /&gt;
 | MC Reader || MC Reader, M.C.-Lab || style=&amp;quot;text-align: left&amp;quot; | The MC Reader research item will only become available if research on the M.C.-Lab is completed while an MC Reader is in storage.&lt;br /&gt;
&lt;br /&gt;
If you miss out on this, you will NOT get the MC Disrupter or the MC Generator for the rest of the campaign.&lt;br /&gt;
 |-&lt;br /&gt;
 | MC Disruptor || MC Reader and&amp;lt;br&amp;gt;any live Tasoth || style=&amp;quot;text-align: left&amp;quot; | Excluding the Tasoth Commander, of course.&lt;br /&gt;
&lt;br /&gt;
While the Ufopaedia says it only works underwater, this item will work on land. I believe the text was meant to say that only aquanauts with &#039;MC implants&#039; can use it, the word &#039;underwater&#039; seems like a typo that was never removed.&lt;br /&gt;
 |-&lt;br /&gt;
 | MC Generator || MC Disruptor || style=&amp;quot;text-align: left&amp;quot; | This item will protect your base from being found, but it does not work 100% of the time. Aliens can still attack shielded bases if their scouts are lucky. The magnitude of USOs successfully spotting your base is reduced.&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obligatory Disclaimer Claptrap ===       &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
This document will not always be 100% accurate, as the game tends to behave differently for &lt;br /&gt;
different players with different computer systems and game editions.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
These notes are derived through many controlled tests and observations with the MS-DOS&lt;br /&gt;
edition of Terror From The Deep with the TFTDv2 patch. Any noticeable difference between the&lt;br /&gt;
patched game and the older versions are noted. Otherwise, these notes are valid for practically&lt;br /&gt;
any version of TFTD available on the PC, with the possible exception of TFTD for the Sony Playstation.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
TFTD, Terror From The Deep, X-Com, XCOM, et. al.&lt;br /&gt;
originally developed by some very fine people. Originally distributed by Microprose. Now? Who knows. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
As the purpose of this document is to inform, feel free to distribute any information in this&lt;br /&gt;
document as you see fit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Many thanks for the input and feedback from the&lt;br /&gt;
regular posters on the Xcommand and X-Com&lt;br /&gt;
Tactical Command forums for assisting in the&lt;br /&gt;
preparation of this document. Some indirect&lt;br /&gt;
thanks to the fine folks on the alt.games.x-com&lt;br /&gt;
Usenet newsgroup as well. Extra bits and pieces here and there picked up from the xcomufo.com forums as well. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17030</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17030"/>
		<updated>2008-09-22T05:27:38Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* UFO2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password if prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line 47:&lt;br /&gt;
 CX = g++&lt;br /&gt;
to read&lt;br /&gt;
 CX = g++ -nostartfiles&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
 export no_dumbogg=1&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
 ./ufo2000&lt;br /&gt;
to run the game.  &lt;br /&gt;
&lt;br /&gt;
Finally, if you have XCOM or TFTD, and want to use the graphics from them, be sure to copy the entire game into the correct folder (ufo2000/XCOM or ufo2000/TFTD).&lt;br /&gt;
 &lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17029</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17029"/>
		<updated>2008-09-22T05:23:26Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* UFO2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password if prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line 47:&lt;br /&gt;
 CX = g++&lt;br /&gt;
to read&lt;br /&gt;
 CX = g++ -nostartfiles&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
 export no_dumbogg=1&lt;br /&gt;
 make&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
 ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17017</id>
		<title>Talk:Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17017"/>
		<updated>2008-09-21T18:16:53Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: New page: I&amp;#039;m not sure if I covered all the bases on this - if anyone is having troubles, just post the error here, and I&amp;#039;ll see if I forgot something.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m not sure if I covered all the bases on this - if anyone is having troubles, just post the error here, and I&#039;ll see if I forgot something.&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17016</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17016"/>
		<updated>2008-09-21T17:58:19Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* UFO2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password if prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
     &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line 47:&lt;br /&gt;
 CX = g++&lt;br /&gt;
to read&lt;br /&gt;
 CX = g++ -nostartfiles&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
     make -no_dumbogg=1&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
     ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17015</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17015"/>
		<updated>2008-09-21T17:11:54Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* Allegro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password if prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
     &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line :&lt;br /&gt;
&lt;br /&gt;
to read&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
     make -no_dumbogg=1&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
     ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17014</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17014"/>
		<updated>2008-09-21T17:06:20Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* HawkNL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
     &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line :&lt;br /&gt;
&lt;br /&gt;
to read&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
     make -no_dumbogg=1&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
     ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17013</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17013"/>
		<updated>2008-09-21T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
     &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line :&lt;br /&gt;
&lt;br /&gt;
to read&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
     make -no_dumbogg=1&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
     ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17012</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=17012"/>
		<updated>2008-09-21T17:05:12Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* UFO2000 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;br /&gt;
&lt;br /&gt;
* Open a Terminal, and navigate to where you would like to download the code.  Type the following:&lt;br /&gt;
     &amp;lt;nowiki&amp;gt;svn co https://ufo2000.svn.sourceforge.net/svnroot/ufo2000 ufo2000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The subversion client will connect to the Sourceforge server, and download the entire code base.  It can take a few minutes to complete.  &lt;br /&gt;
&lt;br /&gt;
* After it has completed, open the newly created ufo2000 folder in the Finder, and navigate to ufo2000/trunk.  This is the latest version of the software, and is what I tested with.&lt;br /&gt;
* Open &amp;quot;makefile&amp;quot; in your text editor, and change line :&lt;br /&gt;
&lt;br /&gt;
to read&lt;br /&gt;
&lt;br /&gt;
* Navigate to the source folder in the Terminal, and type the following:&lt;br /&gt;
     make -no_dumbogg=1&lt;br /&gt;
&lt;br /&gt;
This will compile the entire application.  Once it&#039;s finished, simply type:&lt;br /&gt;
     ./ufo2000&lt;br /&gt;
to run the game.  Enjoy!&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16998</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16998"/>
		<updated>2008-09-21T15:47:43Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* HawkNL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
    typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
    //typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
    cd src&lt;br /&gt;
    make -f makefile.osx&lt;br /&gt;
    sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16997</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16997"/>
		<updated>2008-09-21T15:47:20Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* Allegro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
//typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
cd src&lt;br /&gt;
make -f makefile.osx&lt;br /&gt;
sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
     chmod +x fix.sh&lt;br /&gt;
     ./fix.sh macosx&lt;br /&gt;
     make depend&lt;br /&gt;
     make&lt;br /&gt;
     sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16996</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16996"/>
		<updated>2008-09-21T15:46:41Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from http://developer.apple.com/technology/xcode.html&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
//typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
cd src&lt;br /&gt;
make -f makefile.osx&lt;br /&gt;
sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
      chmod +x fix.sh&lt;br /&gt;
      ./fix.sh macosx&lt;br /&gt;
make depend&lt;br /&gt;
make&lt;br /&gt;
sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16995</id>
		<title>Compiling for Mac OS X (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_for_Mac_OS_X_(UFO2000)&amp;diff=16995"/>
		<updated>2008-09-21T15:36:53Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: New page: ==Introduction==  It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
It is possible to run UFO2000 on an Intel-based Mac, running Mac OS X Leopard (other configurations have not yet been tested).  With minimal knowledge of file editing and the Terminal, you can compile your own version of UFO2000, and run it natively, without the need for emulators or virtual machines.  Simply follow the steps below.  It is fully functional, though I have not been able to add in support for music.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
In order to complete the process, you will need the following software installed:&lt;br /&gt;
&lt;br /&gt;
* XCode development environment&lt;br /&gt;
This can be obtained directly from [[http://developer.apple.com/technology/xcode.html|Apple]]&lt;br /&gt;
&lt;br /&gt;
* A text editor of your choice (XCode itself can also be used)&lt;br /&gt;
&lt;br /&gt;
* Access to an administrator account on your machine&lt;br /&gt;
You will be required to enter the password for a few items&lt;br /&gt;
&lt;br /&gt;
All other requirements will be downloaded in the process of compilation.&lt;br /&gt;
&lt;br /&gt;
== HawkNL ==&lt;br /&gt;
UFO2000 requires a networking library called HawkNL.  As there is no Mac binary available, you will have to compile this first. &lt;br /&gt;
* Download the source for version 1.68 from http://www.hawksoft.com/download/.  Version 1.7 beta 1 will NOT work!&lt;br /&gt;
* Extract the zip file&lt;br /&gt;
* Navigate to the extracted data in the Finder, and open src/sock.c.  Change line 93:&lt;br /&gt;
typedef int socklen_t;&lt;br /&gt;
to read&lt;br /&gt;
//typedef int socklen_t;&lt;br /&gt;
Save the file.&lt;br /&gt;
* Open a Terminal window, and navigate to the folder where you extracted the zip file.  Type the following:&lt;br /&gt;
cd src&lt;br /&gt;
make -f makefile.osx&lt;br /&gt;
sudo make -f makefile.osx install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
This will install the HawkNL libraries, for use in the next steps.&lt;br /&gt;
&lt;br /&gt;
== Allegro ==&lt;br /&gt;
UFO2000 also requires the Allegro libraries.  Like HawkNL, there is no Mac binary available.  You must compile this as well.&lt;br /&gt;
* Download the source for Allegro from http://www.talula.demon.co.uk/allegro/wip.html.  Specifically, get the tar.gz version.&lt;br /&gt;
* Extract the files&lt;br /&gt;
* Navigate to the extracted files in the Terminal, and type the following:&lt;br /&gt;
      chmod +x fix.sh&lt;br /&gt;
      ./fix.sh macosx&lt;br /&gt;
make depend&lt;br /&gt;
make&lt;br /&gt;
sudo make install&lt;br /&gt;
(type the admin password when prompted)&lt;br /&gt;
&lt;br /&gt;
== UFO2000 ==&lt;br /&gt;
So now we&#039;re ready to compile UFO2000 itself.  First, you will have to get the source code for the program.  The best thing to do, is get the latest code directly from Subversion.  This also has folders for specific releases, if you would like to compile the past releases.&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO2000&amp;diff=16994</id>
		<title>UFO2000</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO2000&amp;diff=16994"/>
		<updated>2008-09-21T14:32:54Z</updated>

		<summary type="html">&lt;p&gt;Lonevvolf: Added link to Compiling for Mac OS X (will create shortly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Ufo2000logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the UFO2000 Wiki, a part of UFOpaedia.org. UFO2000 is a free and opensource turn based tactical squad simulation game with multiplayer support. While it has its own engine written from scratch, the game still relies on the data files from the X-COM: UFO Defense game.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The UFO2000 Wiki is meant to be a guide to the game, providing new players with a quick explanation of the game while introducing more complex tactics to advanced players. It will also contain information regarding how to costumize the game to add your own units, terrains and weapons, plus provide more technical details on the different aspects of the game. &lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with [http://ufo2000.sourceforge.net UFO2000]. Feel free to add new pages, edit the current ones and to use the [[Talk:UFO2000|discussion tab]] to ask any question. &lt;br /&gt;
&lt;br /&gt;
For more information regarding UFO2000 please visit our [http://ufo2000.sourceforge.net site]. Happy gaming!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&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;UFO2000 Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO2000 Icon}} &#039;&#039;&#039;UFO2000&#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: 25%; 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;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (UFO2000)|About UFO2000]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Authors (UFO2000)|Authors and Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community (UFO2000)|Community]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Quick Start Guide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface (UFO2000)|The Main Interface]]&lt;br /&gt;
: [[Main Menu (UFO2000)|Main Menu]]&lt;br /&gt;
: [[Server (UFO2000)|Game Server]]&lt;br /&gt;
: [[Misson Planner (UFO2000)|Mission Planner]]&lt;br /&gt;
: [[Unit Editor (UFO2000)|Unit Editor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactical (UFO2000)|The Tactical Interface]]&lt;br /&gt;
: [[Tactical Window (UFO2000)|Tactical Window]]&lt;br /&gt;
: [[Keyboard Controls (UFO2000)|Keyboard Controls]]&lt;br /&gt;
: [[Control Panel (UFO2000)|Control Panel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Differences to X-COM (UFO2000)|Differences between UFO2000 and X-COM]]&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: 25%; 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 and Squad Settings&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Scenarios (UFO2000)|Scenarios]]&lt;br /&gt;
: [[Deathmatch (UFO2000)|Deathmatch]]&lt;br /&gt;
: [[Escape (UFO2000)|Escape]]&lt;br /&gt;
: [[Control (UFO2000)|Control]]&lt;br /&gt;
: [[Assassination (UFO2000)|Assassination]]&lt;br /&gt;
: [[Hold( UFO2000)|Hold]]&lt;br /&gt;
: [[Breakthrough (UFO2000)|Breakthrough]]&lt;br /&gt;
: [[Capture (UFO2000)|Capture]]&lt;br /&gt;
: [[Search and Destroy (UFO2000)|Search and Destroy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Units (UFO2000)|Units]]&lt;br /&gt;
: [[Unit Types (UFO2000)|Unit Types]]&lt;br /&gt;
: [[Unit Stats (UFO2000)|Unit Stats]]&lt;br /&gt;
: [[New Units (UFO2000)|New Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Sets (UFO2000)|Weapon Sets]]&lt;br /&gt;
: [[Weapon Types (UFO2000)|Weapon Types]]&lt;br /&gt;
: [[UFO2000 Weaponset (UFO2000)|UFO2000]]&lt;br /&gt;
: [[Modified Weaponset (UFO2000)|Modified X-COM]]&lt;br /&gt;
: [[Original Weaponsets (UFO2000)|Original UFO&amp;amp;TFTD]]&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: 25%; 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;Strategy Manual&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Squads (UFO2000)|Designing&amp;amp;Deploying Squads]]&lt;br /&gt;
: [[Specialized Units (UFO2000)|Specialized Units]]&lt;br /&gt;
: [[Fireteams (UFO2000)|Fireteams]]&lt;br /&gt;
: [[Team Roles (UFO2000)|Team Roles]]&lt;br /&gt;
: [[Squad Action (UFO2000)|Squad Action]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Squad Leadership (UFO2000)|Squad Leadership]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Combat (UFO2000)|Terrain and Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Operations (UFO2000)|Tactical Operations]]&lt;br /&gt;
: [[Scouting (UFO2000)|Scouting]]&lt;br /&gt;
: [[Maneuvering (UFO2000)|Maneuvering]]&lt;br /&gt;
: [[Firing (UFO2000)|Firing]]&lt;br /&gt;
: [[Firing and Maneuvering (UFO2000)|Firing and Maneuvering]]&lt;br /&gt;
: [[Formations (UFO2000)|Squad Formations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Offensive Operations (UFO2000)|Offensive Operations]]&lt;br /&gt;
: [[Offensive Notes (UFO2000)|General Notes]]&lt;br /&gt;
: [[Offensive Requirements (UFO2000)|Offensive Requirements]]&lt;br /&gt;
: [[Offensive Tactics (UFO2000)|Offensive Tactics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Defensive Operations (UFO2000)|Defensive Operations]]&lt;br /&gt;
: [[Defensive Notes (UFO2000)|General Notes]]&lt;br /&gt;
: [[Defensive Dilemmas (UFO2000)|Defensive Dilemmas]]&lt;br /&gt;
: [[Defensive Tactics (UFO2000)|Defensive Tactics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Annexes (UFO2000)|Annexes]]&lt;br /&gt;
: [[Reaction Tactics (UFO2000)|Reaction Tactics]]&lt;br /&gt;
: [[Airborne Tactics (UFO2000)|Airborne Tactics]]&lt;br /&gt;
: [[Military Intelligence (UFO2000)|Military Intelligence]]&lt;br /&gt;
: [[Comm Center (UFO2000)|Comm Center]]&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: 25%; 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;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Customizing (UFO2000)|Customizing]]&lt;br /&gt;
: [[Custom Weapons (UFO2000)|Weapons]]&lt;br /&gt;
: [[Custom Maps (UFO2000)|Maps]]&lt;br /&gt;
: [[Custom Units (UFO2000)|Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Engine (UFO2000)|Game Engine]]&lt;br /&gt;
: [[Accuracy Formula (UFO2000)|Accuracy Formula]]&lt;br /&gt;
: [[Reactions Formula (UFO2000)|Reactions Formula]]&lt;br /&gt;
: [[Morale Formula (UFO2000)|Morale Formula]]&lt;br /&gt;
: [[Stats System (UFO2000)|Statistics System]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Compiling for Mac OS X (UFO2000)|Compiling for Mac OS X]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Links (UFO2000)|Links]]&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;br /&gt;
[[Category:UFO2000]]&lt;/div&gt;</summary>
		<author><name>Lonevvolf</name></author>
	</entry>
</feed>