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	<updated>2026-05-03T09:36:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenade_Relay&amp;diff=35055</id>
		<title>Grenade Relay</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenade_Relay&amp;diff=35055"/>
		<updated>2012-05-07T17:12:45Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Warning not necessary. Nobody deserving of the gene pool is this stupid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Grenade Relay&#039;&#039;&#039; is a tactic that allows you to quickly move a live grenade from one part of the map to another through a chain of soldiers. &lt;br /&gt;
&lt;br /&gt;
It greatly assists front-line scouts by reducing the amount of [[Time Units]] (TUs) they need to spend to deploy an armed grenade, leaving them with more TUs that they can employ in a variety of ways.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is best thought of in the same manner as a baton relay race where runners pass a baton to another until the last runner crosses the finish line with it. &lt;br /&gt;
&lt;br /&gt;
A grenade relay is performed by having a rearward soldier arm and pass a grenade forward to the scout. If the scout is out of reach, then to the nearest soldier. This action is repeated until it reaches the scout. &lt;br /&gt;
&lt;br /&gt;
The scout then only needs to spend enough TUs to pick up and complete the grenade&#039;s journey to its destination. &lt;br /&gt;
&lt;br /&gt;
This tactic is not just limited to grenades and can be adapted to quickly transport any object around field. See the [[#Relaying other Equipment|Relaying Other Equipment]] section below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a forward scout where keeping a high [[Reactions]] level by way of high [[Time Units]] is paramount for avoiding reaction shots. With less than 25% of your remaining TUs, the scout will not have many options to choose from. &lt;br /&gt;
&lt;br /&gt;
By being passed a previously primed grenade, the scouts only pays 25% for the throw and the 8 TUs for picking up the grenade. With higher remaining TUs, the scout can make a further attack of seek cover. &lt;br /&gt;
&lt;br /&gt;
The relay is a safer albeit slower alternative to having the scout arm and carry a live grenade. Though quicker to deploy, if a soldier is stunned while carrying a live grenade, the grenade will kill the scout. The relay provides a just-in-time grenade for the scout when needed. &lt;br /&gt;
&lt;br /&gt;
The relay is a great way of getting a grenade around complex obstacles, such as if the there is a building between the target and the person arming the grenade. &lt;br /&gt;
&lt;br /&gt;
The relay can be used by to move a [[High Explosive]] from its source to its destination a lot faster than walking it or throwing it. This is quite useful for weak soldiers and frees the scout from the need to carry the otherwise heavy explosive.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Disadvantages==&lt;br /&gt;
&lt;br /&gt;
The main purpose of this strategy is to reduce the scout&#039;s TU consumption, but results in a larger overall amount TUs spent, spread over a greater number of troops. &lt;br /&gt;
&lt;br /&gt;
Though this may seems more wasteful than having the scout arm and prime the grenade, it&#039;s all about managing and minimizing risk. &lt;br /&gt;
&lt;br /&gt;
Those with the greatest risk are those on the front line exposed to enemy fire They need to be frugal with their TU consumption to keep their initiative high to avoid enemy fire. &lt;br /&gt;
&lt;br /&gt;
The ones with the least risk are those that are safely behind the front line. They can afford to spend more TUs to support those on the front line with costlier actions as they are less likely to be seen and shot at by the enemy. &lt;br /&gt;
&lt;br /&gt;
As with any tactic involving explosives, general carelessness can prove to be quite disastrous. &lt;br /&gt;
&lt;br /&gt;
==General Precautions ==&lt;br /&gt;
Extra time should be reserved for moving to a mis-throw, or escaping from it. Soldiers mid-chain often have plenty of TUs to spare to react to misthrows, but be careful that you do not pass the grenade to someone with no TUs. &lt;br /&gt;
&lt;br /&gt;
Pay attention when performing this manoeuvre, throwing a primed grenade to a soldier who then ignores or forgets it and goes to do something else can a somewhat undesirable effect by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Be very careful about throwing a live grenade to a soldier standing on a pile of other grenades. As there is no immediate indicator of the state of the grenade until after it is picked up, there is nothing more frightening than to have to hunt through a pile of identical grenades for it and run out of TUs. &lt;br /&gt;
&lt;br /&gt;
When relaying primed [[Proximity Grenade]]s - even more care should be taken then normal. The accuracy of the throws have to be perfect as mis-throws can only be recovered by vertical insertion with [[Flying Suit]]s. If you must relay a Proximity Grenade, there is less risk involved if it is armed closer to the end of the chain rather than at the start of the chain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:grelayex.png|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The scout in the upper middle portion of the map has spotted an alien next to the downed [[Abductor]]. The scout&#039;s not a crack shot with a pistol, but is strong enough to throw a grenade clear across the map. Even though the alien is looking the other way, the scout&#039;s already spent too many time units and can only prime a grenade or throw it, but not perform both actions. &lt;br /&gt;
&lt;br /&gt;
The only other person in the field with a grenade happens to be the soldier that was edging along the South Eastern corner of the map. The far side of the grenade&#039;s intended destination. This soldier is not strong, so cannot throw the grenade to the scout from here. To add to the soldier&#039;s troubles, the [[Skyranger]] is in the way. &lt;br /&gt;
&lt;br /&gt;
There is a chain of soldiers within throwing distance of each other nearby. The person with the grenade arms it and passes it between the other soldiers until it arrives at the scout. The scout then delivers the grenade to its destination.&lt;br /&gt;
&lt;br /&gt;
In this example, if the third soldier in the chain was strong enough, the grenade could have been passed directly to the scout. It has been passed to the fourth soldier simply as an exercise to prolong the example! &lt;br /&gt;
&lt;br /&gt;
Note that the grenade need not be armed by the first soldier in the chain, but it should be armed before it reaches the last unit in the chain.&lt;br /&gt;
&lt;br /&gt;
==Relaying other Equipment==&lt;br /&gt;
&lt;br /&gt;
This strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map to the other. &lt;br /&gt;
&lt;br /&gt;
It can even be used to fire a slow weapon or use an item more times than would normally be possible in a turn. Each soldier reserves enough TUs to throw the weapon, expends all the other TUs, then throws the weapon/item to another soldier who repeats the process. &lt;br /&gt;
&lt;br /&gt;
Examples where this tactic can be useful is if you only possess a few instances of a new, powerful weapon, or if you are caught in a Base Defence mission with insufficient weapons to arm all your troops. Several medics can share the same Med-Kit during the turn, or a single motion detector can be used at different points of the map. &lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Realistic_Equivalents&amp;diff=35052</id>
		<title>Realistic Equivalents</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Realistic_Equivalents&amp;diff=35052"/>
		<updated>2012-05-03T17:22:36Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: /* Vehicles &amp;amp; Armament */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Realistic equivalents from military and other sources, to add impact to your fanfiction.&lt;br /&gt;
&lt;br /&gt;
== [[Weapons]] ==&lt;br /&gt;
&lt;br /&gt;
*[[Rifle]] - The advanced [http://remtek.com/arms/hk/mil/g36/g36.htm  HK G36] was discussed but it could really be any modern battle rifle. For example, the older, heavier 7.62mm H&amp;amp;K G3, FN FAL, M14. The game graphics resemble an H&amp;amp;K or FN (and the 20 rd magazine would be typical of those rifles). But more likely, given the relatively low hitting power (compared to the Pistol), a lower calibre burst-mode assault rifle like the [http://en.wikipedia.org/wiki/M4_carbine 5.56mm M4] with a 20-rd STANAG magazine (rather than the more typical 30-rd). &lt;br /&gt;
&lt;br /&gt;
*[[Pistol]] - SOCOM use .45 ACP, aka [http://remtek.com/arms/hk/civ/mark23/mark23.htm HK MK23]. Very similar to the game pistol in magazine capacity and power (compared to the game rifle, anyway).&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]] - The [http://en.wikipedia.org/wiki/XM29_OICW  XM29] and [http://en.wikipedia.org/wiki/XM25  XM25] semi-automatic 20mm grenade launcher projects underway in the late 1990s could possibly have delivered prototypes to XCom - prototypes modified to enable burst mode and increased-size (rotary) magazine. Another candidate would be a lighter version of the 12-rd [http://en.wikipedia.org/wiki/Hawk_MM-1 Hawk MM-1] revolver grenade launcher, modified for burst mode. Or perhaps XCom tapped Russian quartermasters for the selective-fire 30mm [http://world.guns.ru/grenade/gl22-e.htm AGS-30] grenade launcher, brand new in 1999, a massive weapon but just about man-portable with 29 rounds. With only 14 rds loaded, maybe a strong soldier could fire from the hip.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]] - [http://en.wikipedia.org/wiki/Milkor_MGL  MGL-MK1], 6-shot revolver 40mm [http://world.guns.ru/grenade/gl14-e.htm grenade launcher], with HE, AP, and IN grenades. See also Russia&#039;s [http://world.guns.ru/grenade/gl16-e.htm RG-6 (6G30)]. Another alternative is the [http://en.wikipedia.org/wiki/Barrett_XM109 XM109] anti-materiel weapon, firing 25mm grenades, with an extended 6-rd magazine. &lt;br /&gt;
&lt;br /&gt;
*[[Rocket Launcher]] - The 84mm [http://en.wikipedia.org/wiki/Carl_Gustav_recoilless_rifle Carl Gustav] [http://www.globalsecurity.org/military/systems/ground/m3-maws.htm (M3 MAAWS)] or 83.5mm [http://en.wikipedia.org/wiki/Shoulder-launched_Multipurpose_Assault_Weapon MK153 SMAW] reloadable squad-level assault rocket launchers. &lt;br /&gt;
&lt;br /&gt;
*Laser weapons - no modern equivalent. [http://www.cndyorks.gn.apc.org/yspace/articles/battlelaser.htm General Electric]?&lt;br /&gt;
&lt;br /&gt;
*Plasma weapons - here are a few [http://en.wikipedia.org/wiki/Plasma_rifle promising theories], especially [http://en.wikipedia.org/wiki/Plasma_channel &amp;quot;plasma channels&amp;quot;.]&lt;br /&gt;
&lt;br /&gt;
== [[Craft Armaments]] ==&lt;br /&gt;
&lt;br /&gt;
*[[Cannon]] - The M61 20mm Vulcan was the standard air to air cannon of the period. The more advanced Mauser BK-27 27mm cannon is perhaps a closer equivalent. &lt;br /&gt;
&lt;br /&gt;
*[[Stingray]] - The [http://en.wikipedia.org/wiki/AIM-7_Sparrow AIM-7C/D Sparrow] has the closest equivalent range at 32km.&lt;br /&gt;
&lt;br /&gt;
*[[Avalanche]] - The [http://en.wikipedia.org/wiki/AIM-120_AMRAAM AIM-120D AMRAAM] has the closest equivalent range at 64km.&lt;br /&gt;
&lt;br /&gt;
*[[D.U.P. Head]] Torpedo - [http://en.wikipedia.org/wiki/Depleted_uranium Depleted Uranium] has been successfully used in Military Applications as a material for Tank Armor and Armor-Piercing Munitions. However, the use of Depleted Uranium has not gone without controversy as it is a toxic metal that has detrimental long-term effects on both human health and the earth&#039;s environment.&lt;br /&gt;
&lt;br /&gt;
== Equipment &amp;amp; Explosives ==&lt;br /&gt;
&lt;br /&gt;
*[[Medi-Kit]] - Stimulants and painkillers aside, [http://www.hemcon.com/ Chitosan] battlefield bandages clot severe bleeding wounds instantly.  (Secret ingredients: ground shrimp shells and vinegar. From Slashdot.) Also [http://www.simplerlife.com/quikclot.html QuikClot]. No need for nanites! Stimulants - In real life the Air Force gives its pilots amphetamines in order to keep them awake, I&#039;m sure that the medi-kit would use something similar.&lt;br /&gt;
&lt;br /&gt;
*[[Electro-flare]] - Invented because burning flares would set fires. Used as [http://www.uai.ca/sales/images/meprolight/electroflare.htm emergency road markers] or [http://www.uai.ca/sales/images/bartan/lightgrenade.htm Electric Light Grenade]&lt;br /&gt;
&lt;br /&gt;
*[[Grenade]] - Standard M67 fragmentation grenade. Note the nearest thing to our timer is &amp;quot;cook-off&amp;quot; time. Electronic fuses are possible and reliable. &lt;br /&gt;
&lt;br /&gt;
*[[Proximity Grenade]] - no equivalent. Claymore tripwires and ultrasonic sensors are possible. [http://www.fas.org/man/dod-101/sys/land/slam.htm &amp;quot;SLAM Mine&amp;quot;] appeared in Splinter Cell as the Wall Mine.&lt;br /&gt;
&lt;br /&gt;
*[[High Explosive]] - M183, 20lb C4 satchel charges.&lt;br /&gt;
*[[Stun Bomb]] - Possibly an advanced version of [http://www.pepperball.com/faqs.asp Pepperballs]. Other than the fact that the stun bomb causes an explosion which knocks units UNCONSCIOUS, and effects units that do not possess eyes or respiratory systems... even inorganic units for that matter. Anyhow, this is an item of alien technology, and should not have an earth equivalent.&lt;br /&gt;
*[[Stun Rod]] - Cattle prod or Taser. Not much call for this item in real life since Tasers, Rubber Bullets and Tranquiliser Darts have better range.&lt;br /&gt;
*[[Power Suit]] - has arrived! The [http://en.wikipedia.org/wiki/HAL_5 Hybrid Assistive Limb] is available for rent in Japan for $1500 a month. All that is missing are the [[Alien Alloys]] to reinforce it and a [[UFO Power Source]] to power it for extended periods of time. The US&#039; SARCOS Experiments ( http://www.youtube.com/watch?v=sJ4J69EEpu4 ) also seem a likely case.&lt;br /&gt;
&lt;br /&gt;
== Vehicles &amp;amp; Armament ==&lt;br /&gt;
&lt;br /&gt;
*[[Tank/Cannon]] - M242 Chain Gun, 25mm, [http://www.sfu.ca/casr/101-m242.htm &amp;quot;Bushmaster&amp;quot;] (modified for single shot) mounted on [http://www.globalsecurity.org/military/systems/ground/talon.htm &amp;quot;Talon&amp;quot;] robot chassis.  &lt;br /&gt;
&lt;br /&gt;
Or something larger, like an [http://www.magnatrac.com/ electric mini bulldozer]. &lt;br /&gt;
&lt;br /&gt;
*[[Tank/Rocket Launcher]] - [http://www.inetres.com/gp/military/infantry/flame/M202.html M202 &amp;quot;Flash&amp;quot; Quad Launcher], 66mm. (2 per turret @ 4 shots each) Originally developed to disperse incendiaries but fits M-72 LAW rounds, apparently. &lt;br /&gt;
&lt;br /&gt;
*[[Interceptor]] fighter - USAF Lockheed [http://www.geocities.com/nicscics/YF22.htm F-22 Raptor] scheduled for release 2004 will replace the F-15.  [http://en.wikipedia.org/wiki/F-35_Lightning_II F-35 Lightning II] hit production 2006. However, even as of 2012 none of the modern day interceptor craft has nearly the effective range of the ones in X-Com.&lt;br /&gt;
&lt;br /&gt;
*[[Firestorm]] wingless aircraft - possibly the (as of 2009) experimental [http://www.scientificamerican.com/article.cfm?id=worlds-first-flying-saucer Wingless Electromagnetic Air Vehicle] under development at NASA. Movement and steering is done through an aerial version of magnetohydrodynamics, using charged plasma to repel air away from the craft&#039;s surface into the opposite direction - essentially an aircraft with no wings or moving parts. Due to the nature of the propulsion system, it would be unable to function in space though. Lead researcher confirmed the prototype&#039;s shape to be saucer.&lt;br /&gt;
&lt;br /&gt;
*[[Skyranger]] transport - [http://de.wikipedia.org/wiki/Dornier_Do_31 DO-31 VSTOL Transporter], [http://www.aeronautics.ru/archive/vvs/an72-01.htm Anotov AN-72] (Cadmus) or [http://en.wikipedia.org/wiki/V-22_Osprey|Osprey CV-22] have the right size and range. &lt;br /&gt;
&lt;br /&gt;
The german Do-31 concept was intended as a combat zone transporter carrying up to 36 fully equipped troops over a mission radius of about 900 km. It had the ability of taking off and landing vertically with the help of wing mounted engine pods and was able to land on unprepared surfaces. Two flying prototypes were built in Germany during the 1960s.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Payload considerations have also been a sore point with the CV-22. Planners will have to take into consideration its reduced cabin volume and lift capacity. Not only does it carry fewer troops (18 vs 27), it is also incapable of transporting any of the armored, wheeled vehicles currently used by SOF teams. Procurement of a new vehicle is still pending...&amp;quot;&lt;br /&gt;
CV-22 Tiltrotor Osprey compared to Pavelow helicopter in Special Forces deployments, 1 June 1998. Could that new vehicle be [[Heavy Weapons Platforms|HWP]]-sized?&lt;br /&gt;
&lt;br /&gt;
== Unit size, speed, game turn length, etc. ==&lt;br /&gt;
&lt;br /&gt;
See Danial&#039;s interesting [[User_talk:Danial|page]] on various game measurements compared to real life. &#039;&#039;(If anyone wants to dive into this deeper, make a new page, copy his stuff over, and have a link at the top of the new page giving kudos back to Danial&#039;s page... due to the fact it&#039;s &#039;&#039;&#039;his&#039;&#039;&#039; page, it&#039;s not really a place for public revision.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is also a [[Talk:Craft|discussion]] taking place on the speeds of aircraft and UFOs.&lt;br /&gt;
&lt;br /&gt;
== Elerium-115 ==&lt;br /&gt;
&lt;br /&gt;
After solving both the [[wikipedia:Barometric equation|Barometric equation]], the [[wikipedia:Drag formula|Drag formula]] and [[wikipedia:Einstein|Einsteins]] [[wikipedia:Mass-energy equivalence|mass-energy equivalence]] equation we arrive at the mass of a unit of Elerium-115 being approximately 2.13 grams.&lt;br /&gt;
&lt;br /&gt;
Terror Ships have 4 reactors with 50 units of Elerium-115 each. If all the E-115 in the reactor detonated at once, it would have an explosive force of about 2.3 megatons. This value is almost exactly the size of two [[wikipedia:B83 nuclear bomb|US B83 thermonuclear devices]] at their maximum yield.  (It is highly unlikely that 100% of the E-115 in the reactor would detonate in this way we would need to assume a figure for the amount of E-115 that goes into an uncontrolled reaction - or estimate the amount based on the displayed blast radius.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What if the reactor&#039;s are 99% efficient (as stated in the UFOpaedia) because to achieve nearly complete reaction of Elerium requires a certain catalyst? That would also explain why the Elerium in the reactors didn&#039;t detonate with such force, the alien Engineers having removed the catalyst to prevent the unstable reaction.&amp;quot; -[[User:Amitakartok|amitakartok]]&lt;br /&gt;
&lt;br /&gt;
There are some interesting armchair conjectures on the power contained in Elerium, both on the [[Elerium-115#How_much_Elerium_is_.E2.80.9E1_Elerium.E2.80.9C.3F|Elerium-115]] page, and on its [[Talk:Elerium-115|Discussion]] page.&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=35044</id>
		<title>Flying Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=35044"/>
		<updated>2012-04-27T18:20:39Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you have researched the [[Power Suit]] and [[UFO Navigation]] (in either order, of course), you gain the ability to research the &#039;&#039;&#039;Flying Suit&#039;&#039;&#039;. The flying suit is essentially a power suit with the added ability to fly. The flying suit&#039;s protection value is also 10 points stronger per side than the power suit, though it requires more cost and materials to produce, but if you have the spare materials and money it&#039;s worth it just for the increased protection alone.&lt;br /&gt;
&lt;br /&gt;
The hover unit allows soldiers to raise or lower their elevation at will. This freedom of mobility opens up a wealth of opportunities that you can take advantage of, such as being able to snipe from any position or to scale buildings or UFOs with ease. On the other hand, as the hover unit is designed to keep the soldier in the air, descending while in a Flying Suit is a slightly slower process. &lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Magnetic Ion Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&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;
Note: Also protects the wearer against all [[Incendiary]]/Fire damage and the [[Stun]] damage caused by [[Smoke]] inhalation.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:FlyingSuit.gif|Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
== Recommendations == &lt;br /&gt;
Flying Suits are great for scouts but can still drop like a lead balloon from one lucky plasma shot. Since there is little cover in the air, be sure to land or take cover so as not to be very exposed during the Alien turn. &lt;br /&gt;
&lt;br /&gt;
Flying Suits are also useful for instantly setting up snipers in high positions anywhere and at any time. For example, you could have them hover over the [[Skyranger]] a few turns after deployment to provide long distance cover fire for your scouts as they expand your zone of control. Unlike scouts, snipers generally stay well behind the front lines, allowing them to stay in their positions for as long as necessary. &lt;br /&gt;
&lt;br /&gt;
Melee aliens like the [[Chryssalid]] and [[Reaper]] cannot attack a levitating unit. If there are melee units in the field - hover one tile off the ground and you will be completely safe from physical attacks.  (Warning: Also be sure you are not adjacent to a solid surface that a melee alien can reach.  If that Chryssalid does somehow manage to get onto the roof, it can then attack you.  Similarly, a grenade deposited on the roof will blow up any nearby soldier.)&lt;br /&gt;
&lt;br /&gt;
Similarly, hovering one tile off the ground can protect you from alien grenades. Since the grenade will land on the level underneath you, it will detonate harmlessly. You could attract grenades this way by huddling together in a group while in the air. Some caution should be taken when doing this as it does make your soldiers one big juicy target for the enemy&#039;s ranged explosives and projectiles.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
Even while you are hovering, you can still &#039;&#039;kneel&#039;&#039; to take better aim and reduce your profile slightly. Your soldier&#039;s sprite will not appear to change to reflect this, however all the bonuses and costs involved in kneeling will still be present. You can tell that you are kneeling by the level of the bobbing yellow arrow indicator above your selected soldier&#039;s head. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Coveralls]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personal Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
[[Category: Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=35043</id>
		<title>Flying Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Flying_Suit&amp;diff=35043"/>
		<updated>2012-04-27T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Previous edit lacked proper encyclopedic tone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you have obtained the [[Power Suit]] and have researched [[UFO Navigation]] (in either order, of course), you gain the ability to research the &#039;&#039;&#039;Flying Suit&#039;&#039;&#039;. The flying suit is essentially a power suit with the added ability to fly. The flying suit&#039;s protection value is also 10 points stronger per side than the power suit, though it requires more cost and materials to produce, but if you have the spare materials and money it&#039;s worth it just for the increased protection alone.&lt;br /&gt;
&lt;br /&gt;
The hover unit allows soldiers to raise or lower their elevation at will. This freedom of mobility opens up a wealth of opportunities that you can take advantage of, such as being able to snipe from any position or to scale buildings or UFOs with ease. On the other hand, as the hover unit is designed to keep the soldier in the air, descending while in a Flying Suit is a slightly slower process. &lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Magnetic Ion Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&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;
Note: Also protects the wearer against all [[Incendiary]]/Fire damage and the [[Stun]] damage caused by [[Smoke]] inhalation.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:FlyingSuit.gif|Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
== Recommendations == &lt;br /&gt;
Flying Suits are great for scouts but can still drop like a lead balloon from one lucky plasma shot. Since there is little cover in the air, be sure to land or take cover so as not to be very exposed during the Alien turn. &lt;br /&gt;
&lt;br /&gt;
Flying Suits are also useful for instantly setting up snipers in high positions anywhere and at any time. For example, you could have them hover over the [[Skyranger]] a few turns after deployment to provide long distance cover fire for your scouts as they expand your zone of control. Unlike scouts, snipers generally stay well behind the front lines, allowing them to stay in their positions for as long as necessary. &lt;br /&gt;
&lt;br /&gt;
Melee aliens like the [[Chryssalid]] and [[Reaper]] cannot attack a levitating unit. If there are melee units in the field - hover one tile off the ground and you will be completely safe from physical attacks.  (Warning: Also be sure you are not adjacent to a solid surface that a melee alien can reach.  If that Chryssalid does somehow manage to get onto the roof, it can then attack you.  Similarly, a grenade deposited on the roof will blow up any nearby soldier.)&lt;br /&gt;
&lt;br /&gt;
Similarly, hovering one tile off the ground can protect you from alien grenades. Since the grenade will land on the level underneath you, it will detonate harmlessly. You could attract grenades this way by huddling together in a group while in the air. Some caution should be taken when doing this as it does make your soldiers one big juicy target for the enemy&#039;s ranged explosives and projectiles.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
Even while you are hovering, you can still &#039;&#039;kneel&#039;&#039; to take better aim and reduce your profile slightly. Your soldier&#039;s sprite will not appear to change to reflect this, however all the bonuses and costs involved in kneeling will still be present. You can tell that you are kneeling by the level of the bobbing yellow arrow indicator above your selected soldier&#039;s head. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Coveralls]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Personal Armour]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
[[Category: Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Power_Suit&amp;diff=35042</id>
		<title>Power Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Power_Suit&amp;diff=35042"/>
		<updated>2012-04-27T18:16:11Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Previous edit lacked proper encyclopedic tone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you&#039;ve researched [[UFO Power Source]], [[Personal Armour]], and [[Elerium-115]], you will have the ability to research the &#039;&#039;&#039;Power Suit&#039;&#039;&#039;. The power suit is a tremendous upgrade to the personal armour, providing double the protection value of the latter. Because of this increase in protection, it is not uncommon to survive multiple [[Heavy Plasma]] bolts to the chest, though this will often result in a badly wounded (but not dead) soldier.&lt;br /&gt;
&lt;br /&gt;
In addition to its protection qualities, the power suit&#039;s enclosed environment renders the wearer immune not only to fire but also stun damage from standing in smoke.&lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Ion Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&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&amp;gt;Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&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;
Note: Protects the wearer against all [[incendiary]]/fire damage and the [[stun]] damage caused by [[smoke]] inhalation.&lt;br /&gt;
&lt;br /&gt;
==Image==&lt;br /&gt;
[[Image:PowerSuit.gif|Power Suit]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Coveralls]]&lt;br /&gt;
*[[Personal Armour]]&lt;br /&gt;
*[[Flying Suit]]&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
**[[Damage#Damage_Modifiers|Damage Modifiers]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category: Armour]]&lt;br /&gt;
[[Category: Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=35041</id>
		<title>Personal Armour</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=35041"/>
		<updated>2012-04-27T18:07:37Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Previous edit lacked proper encyclopedic tone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you&#039;ve researched [[Alien Alloys]], you will be able to research &#039;&#039;&#039;Personal Armour&#039;&#039;&#039;, which is a vast improvement to the standard coveralls.&lt;br /&gt;
&lt;br /&gt;
While serving as a vital upgrade to the pitiful defenses offered by an unarmored X-Com soldier, personal armour is only mildly effective against weapons like the [[Heavy Plasma]] you&#039;ll end up facing in later missions, though it can often withstand a single frontal hit if you&#039;re lucky. Personal armour is also inexpensive and fast to produce, and since you often end up with huge stockpiles of alien alloys, you will seldom run out of materials to build the armor with.&lt;br /&gt;
&lt;br /&gt;
This armor should see heavy use until you can build the [[Power Suit]], which dramatically outperforms the personal armour.&lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Plastic Aqua Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&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;
Any soldier wearing Personal Armour or better will be completely immune to the effects of fire -- but a [[Power Suit]] or better is needed against [[stun]] damage from smoke.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:PersonalArmour.gif|Personal Armour]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Coveralls]]&lt;br /&gt;
*[[Power Suit]]&lt;br /&gt;
*[[Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Armour]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=35015</id>
		<title>Zrbite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zrbite&amp;diff=35015"/>
		<updated>2012-04-25T21:30:28Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Removed - Stated information was not &amp;#039;trivia&amp;#039; nor relevant to the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item =Zrbite&lt;br /&gt;
| height =1&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight = 3&lt;br /&gt;
| damagethreshold = &lt;br /&gt;
| image = [[Image:Zrbite.png|64 px]]&lt;br /&gt;
| saleprice = 5000&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
Zrbite is an unusual alloy of alien origin, part gold and part alien bio-material.  When utilized as a power source, small quantities will generate more power than a nuclear unit of 10 times the size.  However, due to the alien origin of the material, it cannot be synthesized...&lt;br /&gt;
&lt;br /&gt;
This item appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to [[Elerium-115]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Zrbite.png|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*Sell Price: $5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining Zrbite ==&lt;br /&gt;
Zrbite cannot be synthesized; it can only be obtained from [[Alien Submarine Assault]]s or [[Colony Assault]]s. Zrbite is housed within [[Ion-Beam Accelerators]], and is very fragile. Be careful about using explosives inside Alien Subs, as Zrbite is easily toasted!  At the end of a successful mission, any Zrbite will be automatically collected and returned to your base. Unlike Elerium, Zrbite can turn up in all sorts of places on Alien Subs, not necessarily in the Ion Beam Accelerators.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most efficient way to gain a stock of Zrbite is to find an Alien Base and attack the [[Fleet Supply Cruiser]]s as they land nearby. Leave the base intact to attract more supply ships, as the Zrbite is worth more than the score penalty (150 units per intact Fleet Supply Cruiser). &lt;br /&gt;
&lt;br /&gt;
On the map, Zrbite appears as a golden ball on the ground.  In your inventory, it appears as a golden crystal.  This object is worth 50 points of Zrbite.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t sell Zrbite.&#039;&#039;&#039; Although you do have the option to do so, this is to be highly discouraged. It is used to fuel the [[Manta]], the [[Hammerhead]], and the [[Leviathan]]. It is also used, in varying amounts, to [[manufacture]] most [[Alien_Artefacts_(TFTD)|Alien Artefact]]s, [[Ion Armor]] and [[Magnetic Ion Armor]]s, [[Sonic Oscillator]]s, and various other technologies. Given that you can only obtain Zrbite on the battlefield, selling it is not a good idea. If you choose to, it will fetch you $5,000 per unit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:New Submersible Technologies]][[Category:Research (TFTD)]][[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Popper_(Apocalypse)&amp;diff=34975</id>
		<title>Popper (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Popper_(Apocalypse)&amp;diff=34975"/>
		<updated>2012-04-16T02:35:20Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: Al-Qaeda? Seriously?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Popper_(Alive).jpg|thumb|right|The Popper UFOpaedia entry, if captured alive.]]&lt;br /&gt;
[[Image:Popper_Autopsy.jpg|thumb|right|The Popper Autopsy report fromt the UFOpaedia.]]&lt;br /&gt;
Another extremely dangerous unit. If allowed to run to your units, it pulls a suicide attack on your troops and blows up, often taking a good chunk of their health with him. This would probably be the third most dangerous unit, after the [[Megaspawn (Apocalypse)|Megaspawn]] and the [[Psimorph (Apocalypse)|Psimorph]]. These things show up kind of early on, and tend to run straight at your troops, REALLY FAST!! So if you see one coming, you can almost be sure that there is another 1 or 2 running behind it in the dust cloud that it&#039;s kicking up. This leads to a chain reaction that often kills off squads of 6 easily. Not fun to watch your troops die like oh so many flies. And that leaves less troops at your command to deal with the other, deadlier units. Take them out fast.&lt;br /&gt;
&lt;br /&gt;
To Capture: Not too hard. Just arm your guys with stun grapples. The moment the Popper gets within range, he&#039;ll be stunned. It takes about one shot from any weapon to kill it, and about 1, MAYBE 2 if you are unlucky, shots to stun the bastards. Just pray your guys don&#039;t miss...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Captured Alive):&#039;&#039;&#039;&#039;&#039; &amp;quot;The Popper runs at high speed towards its victim and explodes when within a range of about fifteen feet. If the Popper is attacked with armor piercing, incendiary or explosive ammunition then the explosive effect is likely to be triggered. We recommend that other forms of weaponry be used against this creature in most combat situations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Autopsy):&#039;&#039;&#039;&#039;&#039; &amp;quot;The Popper is little more than a walking bomb. Its simple brain structure means that Psionic attacks have a very low chance of success. Its body contains no obvious explosive device, although there are several chemicals mixed into the creatures stomach creating a highly unstable explosive compound.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=28431</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=28431"/>
		<updated>2010-07-16T12:26:47Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: /* Known Bugs / Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.60) and the current beta version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Useing XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items in 9.7 currently in beta.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA solders if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyrander/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup dueing install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue. &lt;br /&gt;
&lt;br /&gt;
=Known Bugs / Issues=&lt;br /&gt;
===Crewed Interceptor Issues===&lt;br /&gt;
By default, the DOS version (and possibly others) of XcomUtil will allow you to outfit interceptors with a crew and equipment. However, if you attempt to perform a tactical mission of any kind with an interceptor, the TACTICAL.EXE portion of the game will go to a black screen. Pressing escape or enter will cause the game to return to GEOSCAPE.EXE with a mission rating of 0, as if you had never attempted the mission at all. The worst part of this, however, is that the agents and equipment that were on board the interceptor will be lost.&lt;br /&gt;
This likely occurs for two reasons:&lt;br /&gt;
* The tactical portion of the mission fails because no battlescape configurations or terrain exist for the interceptor, since it was never meant to hold crew.&lt;br /&gt;
* Upon returning to the geoscape, it is likely that the game &amp;quot;realizes&amp;quot; that interceptors are not supposed to carry crew or equipment, and promptly destroys the passengers and equipment that it is carrying.&lt;br /&gt;
The best advice is to avoid putting agents or equipment in interceptors and ignore this &amp;quot;feature&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=28430</id>
		<title>XcomUtil</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XcomUtil&amp;diff=28430"/>
		<updated>2010-07-16T12:26:22Z</updated>

		<summary type="html">&lt;p&gt;Lucia Wilber: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is XcomUtil?==&lt;br /&gt;
&lt;br /&gt;
XcomUtil is an utility written by Scott T. Jones to enhance both UFO Defense and Terror From The Deep. It works with either both the DOS or the CE (Windows) version of each game. &lt;br /&gt;
Quoting from Scott T. Jones&#039; [http://xcomutil.scotttjones.com/ page]: &amp;quot;XcomUtil is a game enhancer. It is not really an editor and it is certainly not a cheat program. The original purpose of XcomUtil was to make the game more difficult, because there was a bug in the original game that forced all games to the Beginner difficulty level, regardless of what level you chose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Scott T. Jones worked on this software for years.  On Jan 23 2007 he announced that he had passed development of XComUtil to [[User:BladeFireLight|BladeFireLight]] since his work prevented him from developing it anymore. The latest stable version (9.60) and the current beta version (9.7) can be downloaded from [http://www.bladefirelight.com/ www.bladefirelight.com].&lt;br /&gt;
&lt;br /&gt;
==XcomUtil&#039;s features==&lt;br /&gt;
&lt;br /&gt;
Most features are optional, others are not. Useing XcuSetup you can change what features you want to use at any time:&lt;br /&gt;
This list includes items in 9.7 currently in beta.&lt;br /&gt;
&lt;br /&gt;
Fixed features: &lt;br /&gt;
*Fixes the difficulty bug mentioned above.&lt;br /&gt;
*Removes copy protection for UFO.&lt;br /&gt;
*Recovers MIA solders if you win combat (units under mind control when the last alien dies)&lt;br /&gt;
*Sets the soldiers to face different directions at the start inside the craft, giving better initial visibility.&lt;br /&gt;
*Changes the placement of the troops inside the Avenger, Lightning, Hammerhead and Leviathan.&lt;br /&gt;
*The 2 last features can be modified by changes to the files in XcomUtil\cfg (but be sure of knowing what you are doing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Optional features:&lt;br /&gt;
*Allows for hybrid games, where UFO&#039;s maps can be played on TFTD and vice-versa.&lt;br /&gt;
*Allows to add [[statstrings]] and [[rank]] in soldier&#039;s names, for a quick overview of their abilities.&lt;br /&gt;
*Saves soldiers [[equipment]] configuration. [[Known Bugs#XComUtil Inventory Stacking Bug]]&lt;br /&gt;
*Allows you to control the order of which troops will exit the craft first/last.&lt;br /&gt;
*Has an option for a enhanced set of the original [[weapons]].&lt;br /&gt;
*Has an option to make the manufacture and use of laser and plasma weapons more difficult.&lt;br /&gt;
*Has an option to make [[research]] more difficult by making it highly dependent on capturing aliens. &lt;br /&gt;
*Allows to play only Day Missions or only [[Night Missions]].&lt;br /&gt;
*Allows to choose the light level, [[terrain]] and UFO/USO before each [[Battlescape|tactical mission]]. &lt;br /&gt;
*Allows for world terrain and UFO/USO floorplans/shapes randomization.&lt;br /&gt;
*Permits players/modders to use new terrains and other features.&lt;br /&gt;
*Adds an AutoCombat feature to automatically resolve a combat. &lt;br /&gt;
*Allows for all 5 X-COM ships to carry troops.&lt;br /&gt;
*Allows for Skyrander/Triton to carry one [[Craft Armaments]]&lt;br /&gt;
*Option to fixe a number of bugs in maps, terrain and routes.&lt;br /&gt;
*Includes Vista/Windows 7 Blank Screen Fix.&lt;br /&gt;
&lt;br /&gt;
Command line features:&lt;br /&gt;
*Allows to change the aliens and their weapons during tactical missions.  &lt;br /&gt;
*Allows for changing difficulty levels on a saved game. &lt;br /&gt;
&lt;br /&gt;
For a complete list see the XcomUtil.txt file included with the program.&lt;br /&gt;
&lt;br /&gt;
==How to use XcomUtil==&lt;br /&gt;
&lt;br /&gt;
Warning: this indications are merely for a quick use/explanation of some of its features. For full documentation read the XcomUtil.txt file included with the program. It is always recommended to make a backup copy of the game to restore it to its original configuration. &lt;br /&gt;
&lt;br /&gt;
First, you will need to download XcomUtil from Blade FireLight&#039;s site and install it to your UFO/TFTD folder. If you want to change your options or skiped the setup dueing install, run XcuSetup and choose the options you want (there&#039;s an explaining list below). &lt;br /&gt;
For more advanced options you will need to use the xcomutil command (instructions on that below). &lt;br /&gt;
Finally, to load the game with XcomUtil fully working you will need to use the RunXcom command (or run XcomUtil\SteamSetup to configure Steam). &lt;br /&gt;
&lt;br /&gt;
===The XcuSetup configuration program===&lt;br /&gt;
&lt;br /&gt;
Before you can use XcomUtil first run the XcuSetup program (this will run during install). There is a number of optional command-line arguments to XcuSetup.&lt;br /&gt;
&lt;br /&gt;
:XCUSETUP [uninstall] | [hybrid path] [debug] [options file] [skip] [nobackup]&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;uninstall&amp;quot;  : This options is used by itself and restores all backup files and removes any temp, config files or other files created by XCUSETUP and XcomUtil.&lt;br /&gt;
&lt;br /&gt;
:*hybrid path  : If you give it the path to the directory of TFTD (or the path to XCOM, if you are install XComUtil for TFTD), XcuSetup will import all the terrain from the other game. This makes it possible to play hybrid games which combine units and terrain from both games. This only needs to be done once. &lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;debug&amp;quot;      : This option turns on logging of what options chooses and the file copy results to a log file. It also displays a list of all options chosen before applying the changes.&lt;br /&gt;
&lt;br /&gt;
:*options file : This is a bath to a .BAT file overriding the defaults and skipping the questions. Each time XcuSetup is ran it creates XcomUtil\lastOp.bat file. This can be renamed and customized for this. DO NOT MODIFY XcomUtil\LastOp.bat directly, always copy to a new file.&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;skip&amp;quot;       : This options skips the continue prompts. Used with an options files this allows for silent install. (except on beta versions)&lt;br /&gt;
&lt;br /&gt;
:*&amp;quot;nobackup&amp;quot;   : This option will skip the backup IF a backup has already been made. If you have added any map packs or new terrain files you should not use this.&lt;br /&gt;
&lt;br /&gt;
XcuSetup will then prompt you to choose a number of options: &lt;br /&gt;
*Do you want to Split the EXE? - The Windows version of XCOM and TFTD don&#039;t have separate executable (EXE) files for GEOSCAPE and TACTICAL. Choosing NO will disable most of XcuSetup&#039;s options.&lt;br /&gt;
*Run Patch Program? - If playing X-Com CE on Vista or Win7 You will need this patch to fix the blank screen on startup.&lt;br /&gt;
*Do you want to enable f0dder&#039;s loader? - This is in case you are having video problems with the Windows edition. &lt;br /&gt;
*Do you want to enable the use of UFO Extender? - Seb67 has created a loader for Windows UFO to enhance the game.&lt;br /&gt;
*Do you want to apply the fixes? - A number of fan made fixes to data files can be applied. Either all together or individually selected.&lt;br /&gt;
*Do you want to enable Fighter Transports? - This adds space into the two xcom fighter ships to carry a small number of men.&lt;br /&gt;
*Do you want to add one Hard Point to the Triton/Skyranger? - This adds 1 gun mount to either the Skyranger or the Triton&lt;br /&gt;
*Do you want to use the defensive starting base? - The starting base will have a different configuration better suited for defense&lt;br /&gt;
*Do you want to use the improved starting base? - The starting base will have the scientists and engineers will be increased to 50 each. It will also upgrade the Small Radar to a Large Radar (or their TFTD equivalents) and build an Alien Containment&lt;br /&gt;
*Do you want fix the Disjointed base bug? - This solves the disjointed base bug by removing the adjoining walls in various maps. This will result in some hallways ending in solid rock. The disjointed base bug is where the walls between base modules on the bottom row and left column are not correctly removed. &lt;br /&gt;
*Do you want to use the improved tank armor? -The HWP will have the same stats as the Hovertanks, if Yes is chosen. It also works for Coelacanths/Displacers in TFTD.&lt;br /&gt;
*-Do you want to use Improved Pistol/DartGun? - gives auto-fire&lt;br /&gt;
*Do you want to use Improved Heavy Laser? - Improve the accuracy of the Heavy Laser.&lt;br /&gt;
*Do you want to use Improved High Explosive/Magna-Pack Explosive? - damage increased (200) to the point that they can blow open UFOs&#039; outer walls&lt;br /&gt;
*Do you want to use Improved Gauss Weapons? - Double the clip size of Gauss Rifle and Heavy Gauss, plus increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
*Do you want to Remove Gauss Weapon Clips? - Remove the need for clips from Gauss weapons, and increase the damage of the Heavy Gauss from 75 to 80.&lt;br /&gt;
* Increase the damage of the Dye Grenade? - This makes it more useful for cover with out waiting 3 turns for the cloud to get big enough.&lt;br /&gt;
*Do you want to use the alternate laser Tech? - Lasers now require Elerium to be built (and Alloys for Heavy Lasers), plus it is not possible to build Plasma beam weapons (with the exception of the aircraft Plasma Cannon, which takes &#039;&#039;much&#039;&#039; longer to build, and clips for hand weapons). This alters [[Manufacturing Profitability]] significantly - Laser Cannon and Plasma Cannon are no longer a cash cow to be milked. This makes the strategic and economic game much more challenging.&lt;br /&gt;
*Do you want XcomUtil to attempt to fix TFTD Research Bugs? - This options attempts checks for an fixes issues in the TFTD Research after each combat. Research of MC Reader, Sub Construction and Aquaplastics are made available if they should be.&lt;br /&gt;
*Do you want to get research help from captured aliens? - This will &#039;&#039;greatly&#039;&#039; increase the research times for all technologies, and you will need to capture aliens to speed up your research and get your technology progression back to anywhere near what you are used to. It would be better stated as &amp;quot;Do you want research to depend largely on capturing aliens?&amp;quot;. This is a great feature for those who want the game to be much more challenging both strategically and tactically.&lt;br /&gt;
*Do you want to see XcomUtil messages after combat? - This enables the display of messages between the tactical and world views to report AutoCombat results and any research help acquired by capturing aliens.&lt;br /&gt;
*Do you want stat strings added to the names of your troops? - To help distinguish them in combat, on equipment screens, and Base screens. Other suboptions will appear if you choose Yes. It is possible to auto-equip your troops, based on their stat strings or other labels.&lt;br /&gt;
*Do you want rank indicators added to the names of your troops? - This adds :a through :f after the name, to be used as a rank indicator, where a=rookie/seaman, b=squaddie/able-seaman, etc.  This was chosen over traditional rank abbreviations both to save space and to create unique indicators.&lt;br /&gt;
*Do you want their number of kills added to the names of your troops? - This adds the number of kills after the rank indicator at the end of the name of your soldier.&lt;br /&gt;
*Do you want your troops automatically sorted before combat? - Places the rookies and high reaction soldiers at first to disembark the craft. (Or set up your own, custom sort order.)&lt;br /&gt;
*Do you want to automatically re-equip your troops before combat? - Saves the equipment for each soldier at the end of each mission and reequips them on their next mission.&lt;br /&gt;
*Do you want to eliminate mind control? - Completely removes Psionics/Molecular Control from the game.  Neither Aliens nor X-COM have access to it. When not using Xcomutil.bat X-COM units can still use psionics/M.C.&lt;br /&gt;
*Do you want automatic screening for Psi ability? - Optional to always displays all soldiers Psi ability or Just after Psi/MC lab is resaerched.&lt;br /&gt;
*Do you want to fight all battles in daylight/darkness? - what it says: makes the game easier/harder.&lt;br /&gt;
&#039;&#039;(skipping 2 options - dealt with below)&#039;&#039;&lt;br /&gt;
*Do you want to use the XcomUtil BFG? - XcomUtil can generate the battlefield instead of letting the game do it. &lt;br /&gt;
*Do you want to be prompted before every ship attack? - this lets you set the terrain, ship, and type of alien ship before each battle.&lt;br /&gt;
*Do you want the world map terrain to be randomized? - This option is only avalible if you dont use BFG. This can make the world map look very weird, but it evenly distributes the occurrences of the various terrains without making them totally random. &lt;br /&gt;
*Do you want to use Random Alien Craft Floor Plans? - XcomUtil can randomize the floor plan on alien craft. Options for randomizing floor plans include randomizing once during setup, or if using the BFG before every combat. Using Random shapes or filling in the dead spaces with small rooms to create rectangle exterior shapes.&lt;br /&gt;
&lt;br /&gt;
===The XcomUtil command===&lt;br /&gt;
&lt;br /&gt;
In addition to XcuSetup and RunXcom. Another way to use XcomUtil is by running the xcomutil command to change a saved game. This command allow for specific modifications to the files (XcuSetup makes nearly all general modifications), especially to games saved while on tactical. &lt;br /&gt;
If you are going to edit the game through this command remember to make backup files of your saved game directories before using it. You should also read XComUtil&#039;s manual (XcomUtil\XcomUstil.txt) concerning each flag, otherwise you might end up your saved games. &lt;br /&gt;
&lt;br /&gt;
====How to use the command====&lt;br /&gt;
&lt;br /&gt;
The syntax for the command is :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL path [flags] [WRT]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;path&#039;&#039; Where your game is located. If xcomutil is on the same folder then you will simply have to specify which saved game you want to be changed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[flags]&#039;&#039; These are the specific commands. More on those below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[WRT]&#039;&#039;  To make changes permanent you will need to put WRT at the end, otherwise XcomUtil will simulate only the effects (which is great to practice). &lt;br /&gt;
&lt;br /&gt;
An example of a command would be: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;XCOMUTIL GAME_1 DXC WRT&#039;&#039; - This would eliminate all extra clips carried by the aliens on the first saved game. &lt;br /&gt;
&lt;br /&gt;
====Flags affecting tactical missions====&lt;br /&gt;
&lt;br /&gt;
These flags will change only elements of a saved tactical game. There are other flags that affect also Geoscape, although most of those changes can be made already with XcuSetup. For more information on the flags consult the XcomUtil.txt file. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;DXC&#039;&#039; - This flag deletes all of the extra plasma clips carried by the aliens to make more room for extra aliens. &lt;br /&gt;
*&#039;&#039;S2B&#039;&#039; - Changes stun launchers (SL) to blaster launchers (BL). Other similar flags include &#039;&#039;B2S&#039;&#039; (changes BLs to SLs); &#039;&#039;W2H&#039;&#039; which changes alien pistols and rifles to heavy plasmas; &#039;&#039;W2R&#039;&#039; changes alien weapons to rifles; &#039;&#039;W2P&#039;&#039; changes alien weapons to pistols. &lt;br /&gt;
*&#039;&#039;CHG:old:new&#039;&#039; - This will change objects carried by the aliens from old to new. As an example it is possible to change plasma weapons to lasers or any other object on the inventory.&lt;br /&gt;
*&#039;&#039;DEL:name&#039;&#039; - Deletes all objects carried by the aliens of the name type. &lt;br /&gt;
*&#039;&#039;RPL:oldrace:newrace:oldrank:newrank&#039;&#039; - Allows to replace aliens and to change their ranks. &lt;br /&gt;
*&#039;&#039;typ:#&#039;&#039; - This will add new alien units, if there is space for them. The possible flags are SEC, FLO, SNA, MUT, ETH, CEL, SIL, CHR, CIV or ALL. It is not possible to add large aliens. &lt;br /&gt;
*&#039;&#039;VIS&#039;&#039; - Makes the entire battlefield visible, including the aliens. &lt;br /&gt;
*&#039;&#039;WIN&#039;&#039; - Kills all alien units at the end of your turn.&lt;br /&gt;
*&#039;&#039;ARM&#039;&#039; - Equips all unarmed aliens with a Heavy Plasma&lt;br /&gt;
*&#039;&#039;SWP&#039;&#039; - Allows you to switch sides with the aliens (Warning: this flag can be very dangerous do your game, read the instructions to further details). &lt;br /&gt;
&lt;br /&gt;
====Flags affecting Geoscape====&lt;br /&gt;
&lt;br /&gt;
These flags make changes into a game saved on Geoscape. The changes aren&#039;t permanent and some of them can be used to cheat. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;ACT:n&#039;&#039; - Sets the X-COM activity on each area to n. &lt;br /&gt;
*&#039;&#039;MSK&#039;&#039; - Reveals the Psi level of Soldiers/Aquanauts.&lt;br /&gt;
*&#039;&#039;TEC:xyz&#039;&#039; - Allows for unresearched technologies to be used/built. XYZ can be HUMAN, HYBRID or ALL&lt;br /&gt;
*&#039;&#039;MNY:n&#039;&#039; - Sets the money to n. &lt;br /&gt;
*&#039;&#039;FND:n&#039;&#039; - Sets the funding for each country to n times $1000.&lt;br /&gt;
&lt;br /&gt;
====Flags affecting the game executable====&lt;br /&gt;
&lt;br /&gt;
These flags make permanent changes to the game. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;TNK&#039;&#039; - Adds improved HWP/SWS, with the stats of the Hovertanks/Displacers.&lt;br /&gt;
*&#039;&#039;FLY&#039;&#039; - Allows Celatids, Silacoids, Engineers and Tentaculats to fly. &lt;br /&gt;
*&#039;&#039;PSI&#039;&#039; - Gives Psi abilities to all alien Leaders/Commanders. Doesn&#039;t work with TFTD. &lt;br /&gt;
*&#039;&#039;BAS&#039;&#039; - Uses the improved base.&lt;br /&gt;
&lt;br /&gt;
===How To Start The Game Using XComUtil - RunXCom.bat===&lt;br /&gt;
&lt;br /&gt;
After you have changed the game using XcuSetUp or/and xcomutil you must use the RunXCom.bat command. &lt;br /&gt;
If you are running the CE version on XP then you may need to install fodder&#039;s patch using XcuSetup. If you had already chosen No on that simply run XcuSetup again. For more information on this read the XcomUtil manual where the proper procedure for installing CE is explained.&lt;br /&gt;
&lt;br /&gt;
If your playing X-Com through STEAM. The Installer will give you an option to change STEAM to ruse RunXcom to start the game, or run XcuSetup to change options. If you chose &amp;quot;NO&amp;quot; to configureing STEAM, or you ran &amp;quot;Validate Game Cashe&amp;quot; in STEAM then use XcomUtil\SteamSetup.bat to enable the XcomUtil STEAM menu. &lt;br /&gt;
&lt;br /&gt;
==But I Don&#039;t Want Some Features==&lt;br /&gt;
&lt;br /&gt;
This section is for XcomUtil 9.6. Version 9.7 adds more choice as to what changes are made.&lt;br /&gt;
 &lt;br /&gt;
Tested on: DOS Ver v1.4&lt;br /&gt;
&lt;br /&gt;
As much as XcomUtil being a game enchancer, some aspects of the program cannot be easily disabled. Once installed via Xcusetup.bat, some features are implemented that may not be welcome (even if you answered &#039;No&#039; to all questions). Such as, the soldier carrying capacity of the Interceptor and the Firestorm. If you were not wanting these additions, or any other, but want the Difficulty Bug squashed, you must use a different editor (for example: Khor Chin Heong&#039;s XCOM2 MultiEditor v0.2) to change values within the geoscape.exe back to originals. As much as this is a pain, it only needs to be done once if you keep a backup of the edited and corrected geoscape.exe.&lt;br /&gt;
&lt;br /&gt;
How To:&lt;br /&gt;
&lt;br /&gt;
Run Xcusetup.bat, when you are asked your first question, just close the program as you would any other windows program. Windows will come up with a message: &amp;quot;Cannot close this program normally, are you sure you want to end this program?&amp;quot; (or something similiar to that wording). Once closed, run XCOM2 MultiEditor. (NOTE: this editor works for Xcom1, even though its written for Xcom2 in mind) and change values to what they are originally. Look inside &amp;quot;Sub Editor&amp;quot; within the editor and change &amp;quot;Craft Weapons&amp;quot; to 0 for the Triton. Once you have edited the values back to originals, save it. Cut geoscape.exe from the currnt game install and move it to a new installation of Xcom1. Just overwrite geoscape.exe with your patched and edited file. Keep it somewhere else as a backup, just in case.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Original Ships&#039;&#039;&#039;:&lt;br /&gt;
Remove SHP:CFG from Xcusetup.bat, before running the first time.  (There is another flag that can be removed to bypass the base disjoint bug fix, but if &amp;lt;b&amp;gt;that&amp;lt;/b&amp;gt; doesn&#039;t run then Xcomutil acts like Xcusetup.bat was never run at all.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making use of the Base Disjoint Bug - restoring the original base map files&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
XCUSetup forces a fix on the base map files when it is run, without prompting you if you want to do this or not. It effectively knocks out all the walls that would otherwise be sealed off when placed along the left and lower most edges of the base map grid. &lt;br /&gt;
&lt;br /&gt;
While most players are content with the crude looking base maps and the complete unrestricted access to and from the various modules, some players may already know how the base disjoint bug works and will want to make use of the sealed off walls to control the flow of alien movement. If this sounds like you, read on. &lt;br /&gt;
&lt;br /&gt;
To restore the old maps, you must make a backup of the xbase*.map files stored in the MAPS\ directory. You can also do this to the ubase*.map files to keep the alien base maps intact as well. Or if you can get access to these files on your installation CD, or a second copy of the game, you can take copies directly from there when you want to restore them. &lt;br /&gt;
&lt;br /&gt;
Run xcusetup as per normal, then overwrite the map files with the backup copies.&lt;br /&gt;
&lt;br /&gt;
==Advanced Statstrings==&lt;br /&gt;
Statstrings allow to rename your soldiers. For example, &amp;quot;Anton Miller /wMr&amp;quot; would be a &#039;&#039;&#039;w&#039;&#039;&#039;eak squaddie of excellent firing accuracy (&#039;&#039;&#039;m&#039;&#039;&#039;arksmanship) and decent &#039;&#039;&#039;r&#039;&#039;&#039;eactions. However, like almost everything in XcomUtil, this is fully configurable. Custom sets of statstring definitions can be found [[statstrings|here]].&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting FAQ==&lt;br /&gt;
&lt;br /&gt;
===I have UFO/TFTD CE. How can I use f0dder&#039;s patch and XComUtil?===&lt;br /&gt;
&lt;br /&gt;
XComUtil&#039;s package includes f0dder&#039;s patch. To install it, run XcuSetup and choose Yes on the f0dder&#039;s patch query. &lt;br /&gt;
&lt;br /&gt;
===I have chosen No before and now XcuSetup doesn&#039;t show the option again (9.6 only)===&lt;br /&gt;
&lt;br /&gt;
Delete the &amp;lt;b&amp;gt;XCom4Win.xcf&amp;lt;/b&amp;gt; file from the UFO/TFTD folder. It will now show up again on XcuSetup.&lt;br /&gt;
&lt;br /&gt;
===Is it possible to incorporate alien components (alien food, alien surgery, etc.) into XcomUtil/cfg/xcomutil.rm(x,t) for use in random maps?===&lt;br /&gt;
&lt;br /&gt;
If you know the corrent HEX values then you can add any terrain tile. Items Listed in XcomUtil.txt are just the short list. &lt;br /&gt;
&lt;br /&gt;
===I am using version 9.60, but it locks up when entering combat===&lt;br /&gt;
&lt;br /&gt;
Find the file &amp;lt;b&amp;gt;RunXComW.bat&amp;lt;/b&amp;gt; and open it with Notepad. Use the search function to locate every line that starts with the term &amp;lt;b&amp;gt;xcopy&amp;lt;/b&amp;gt;, then add &amp;lt;b&amp;gt;/y&amp;lt;/b&amp;gt; as a third parameter. For example:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Becomes:&lt;br /&gt;
&lt;br /&gt;
 xcopy xcubef missdat /y &amp;gt;nul&lt;br /&gt;
&lt;br /&gt;
Save the edited batch and you&#039;ll have no further problems.&lt;br /&gt;
&lt;br /&gt;
XcomUtil 9.7 does not have this issue. &lt;br /&gt;
&lt;br /&gt;
=Known Bugs / Issues=&lt;br /&gt;
==Crewed Interceptor Issues==&lt;br /&gt;
By default, the DOS version (and possibly others) of XcomUtil will allow you to outfit interceptors with a crew and equipment. However, if you attempt to perform a tactical mission of any kind with an interceptor, the TACTICAL.EXE portion of the game will go to a black screen. Pressing escape or enter will cause the game to return to GEOSCAPE.EXE with a mission rating of 0, as if you had never attempted the mission at all. The worst part of this, however, is that the agents and equipment that were on board the interceptor will be lost.&lt;br /&gt;
This likely occurs for two reasons:&lt;br /&gt;
* The tactical portion of the mission fails because no battlescape configurations or terrain exist for the interceptor, since it was never meant to hold crew.&lt;br /&gt;
* Upon returning to the geoscape, it is likely that the game &amp;quot;realizes&amp;quot; that interceptors are not supposed to carry crew or equipment, and promptly destroys the passengers and equipment that it is carrying.&lt;br /&gt;
The best advice is to avoid putting agents or equipment in interceptors and ignore this &amp;quot;feature&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Manufacturing_Profitability#XComUtil_manufacturing_profitability|XcomUtil Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Making the Game Harder]]&lt;/div&gt;</summary>
		<author><name>Lucia Wilber</name></author>
	</entry>
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