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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Makus</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Makus"/>
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	<updated>2026-05-01T03:22:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=126765</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=126765"/>
		<updated>2026-04-12T13:35:47Z</updated>

		<summary type="html">&lt;p&gt;Makus: Undo revision 117159 by EsTeR (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Aliens! ...there&#039;re ugly ...UGLY!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Alien Lifeforms=&lt;br /&gt;
An overview of the alien lifeforms which are sorted by their general order of appearance within Mega-Primus and beyond.&lt;br /&gt;
&lt;br /&gt;
==[[Brainsucker]]==&lt;br /&gt;
[[Image:Brainsucker.png|Brainsucker UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
One of the most memorable and iconic of Apocalypse&#039;s many aliens, the Brainsucker is also likely the first you&#039;ll encounter. Reminiscent of the facehugger from &#039;&#039;Alien&#039;&#039;, these annoying, fast little critters will jump onto the heads of your Agents and &amp;quot;brainsuck&amp;quot; them, dying in the process. A brainsucked Agent is under permanent alien control; they must be subdued to complete the mission, and cannot be recovered. Brainsuckers will not target [[Androids (Apocalypse)|Androids]] or the defense guns of [[Security Station (Apocalypse)|Security Stations]].&lt;br /&gt;
&lt;br /&gt;
The low health of Brainsuckers makes them only a minor threat in real-time mode, as your soldiers will probably be able to shoot them before they can complete their attack. However, in turn-based mode, only reaction fire can save Agents from charging Brainsuckers and they are as such a serious menace.&lt;br /&gt;
&lt;br /&gt;
Note that there are two ways for Brainsuckers to appear; some are simply spawned at mission start like any other alien, but Brainsuckers can also be brought into battle by other aliens as [[Brainsucker Pod]]s, which are fired at your troops with a [[Brainsucker Launcher]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Anthropod]]==&lt;br /&gt;
[[Image:Antropod.png|Anthropod UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
The blue, bipedal Anthropod is the mainstay of the alien army, and functions as the alien equivalent to X-Com&#039;s soldiers. Anthropods have mediocre health and speed, and no innate attacks, but make up for it with the ability to use weapons and equipment. At the beginning of the game, Anthropods will only be equipped with [[Brainsucker Launcher]]s and cannot directly damage your troops, but as the war progresses and the aliens begin to take X-Com more seriously they will be equipped with [[Disruptor Gun|disruptor]] weapons, grenades and eventually missile launchers, while gaining access to [[Personal Disruptor Shield|shields]] and [[Personal Cloaking Field|cloaking devices]]. As such, the threat posed by Anthropods is entirely dependent on their equipment loadout, and steadily grows throughout the game.&lt;br /&gt;
&lt;br /&gt;
Unlike most aliens, Anthropods are quite vulnerable to psionic attacks with a [[Mind Bender]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Multiworm Egg]]== &lt;br /&gt;
[[Image:Multiworm-Egg.png|Multiworm Egg UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Also referred to simply as &amp;quot;Alien Egg&amp;quot;, these pink blobs are the first stage of the alien [[The Alien Life Cycle (Apocalypse)|life-cycle]]. They cannot move and simply spit acid at X-Com Agents that enter the same room. Their spit attack is not particularly powerful and their health not particularly high, making them largely harmless; moreover, simply leaving Multiworm Eggs alone will result in their automatic live capture once all mobile aliens are subdued.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Multiworm]]==&lt;br /&gt;
[[Image:Multiworm.png|Multiworm UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Another early stage of the alien life-cycle, Multiworms are large, green blobs of protoplasm that slowly amble about while spitting acid at your Agents. Their acid attacks are somewhat dangerous in the early game due to their decent accuracy and high rate of fire, but the Multiworms&#039; biggest strengths are their high health (more than three times that of any other alien until the Megaspawn) and their death throes; when a Multiworm is killed, a swarm of four Hyperworms emerges from its corpse.&lt;br /&gt;
&lt;br /&gt;
It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Hyperworm]]==&lt;br /&gt;
[[Image:Hyperworm.png|Hyperworm UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Hyperworms are tiny, fast, weak aliens that slither up to your soldiers and whittle down their health with a constant stream of bite attacks. Their low health and lack of ranged attack makes them easy pickings at range, but if your soldiers are near a Multiworm when it bursts open it can be difficult to kill all four Hyperworms before they inflict serious damage. Fire and explosives are particularly effective against Hyperworms, due to both a damage-type vulnerability and these weapons&#039; ability to hit all Hyperworms at once.&lt;br /&gt;
&lt;br /&gt;
It is very rare to encounter a Hyperworm other than via killing a Multiworm, as they&#039;re not included in the standard alien rosters for UFO crews or infiltration teams; however, an alien force that&#039;s been hiding in a building for a while may include some.&lt;br /&gt;
&lt;br /&gt;
Note that it is not necessary to actually capture a Hyperworm; while a live Hyperworm is an important research topic, four live Hyperworms are automatically obtained upon researching a live Multiworm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Spitter]]==&lt;br /&gt;
[[Image:Spitter.png|Spitter UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Spitters are pink, headless bipeds that spit acid out of their open throats. Unlike Multiworms, Spitters are not particularly durable nor their attacks particularly fast or accurate, and as such they are simply fodder for an even moderately-equipped Agent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Popper]]==&lt;br /&gt;
[[Image:Popper.png|Popper UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Poppers are very fast, blue-green creatures that will run up to the nearest Agent and then self-destruct in a powerful explosion. This explosion can kill a full-health rookie through [[Megapol Armor]], and as such Poppers are considered one of the most dangerous aliens in the game (particularly in turn-based mode, as you cannot simply focus your entire squad on the Popper as you can in real-time). Poppers will also detonate if killed by bullets, explosives, or bleeding out; this can be a bad thing if the Popper is almost on top of your soldiers, or a good thing if it&#039;s among other aliens. Another hazard from Poppers is that they leave a trail of smoke behind them as they run; this smoke is thick enough to provide concealment to whatever&#039;s following the Popper (including, potentially, other Poppers).&lt;br /&gt;
&lt;br /&gt;
Fortunately, Poppers have low health and will go down in one hit from powerful weapons such as the [[Megapol Stun Grapple]], [[Devastator Cannon]] and Toxin B.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Chrysalis]]==&lt;br /&gt;
[[Image:Chrysalis.png|Chrysalis UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
An intermediate stage of the alien life-cycle, between Hyperworms and mature aliens, the Chrysalis cannot move or attack. As such, these pose no threat whatsoever. Like the Multiworm Egg, they are recovered alive automatically if simply left alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Skeletoid]]==&lt;br /&gt;
[[Image:Skeletoid.png|Skeletoid UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
These yellow, spindly aliens are basically alien special forces, and will be seen in increasing numbers as UFOs become more advanced. Like Anthropods, they use equipment, but they are much faster, have significantly-better accuracy, and can fly. Skeletoids with [[Personal Cloaking Field]]s are particularly deadly, as their mobility makes them hard to find. They share Anthropods&#039; weakness to psionics to some extent, though not fully.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Micronoid Aggregate]]==&lt;br /&gt;
[[Image:Micronoid.png|Micronoid Aggregate UFOPedia picture - OpenApoc cut|right|250px]]&lt;br /&gt;
&lt;br /&gt;
The Micronoid Aggregate is a puddle of green slime made up of billions of psionic micro-organisms. Due to their anatomy - or lack thereof - they have a very low profile and are resistant to many forms of weaponry. They also have no means of physical attack; their only threat is their psionic abilities. As such, the threat posed by Micronoids is entirely dependent on what X-Com brings to fight them; a squad armed with [[Toxigun]]s has very little to fear, as does a squad of [[Androids (Apocalypse)|Androids]] or trained [[Hybrids (Apocalypse)|Hybrids]], while a human squad that&#039;s heavily-armed but poorly-armoured will have some problems.&lt;br /&gt;
&lt;br /&gt;
Micronoid Aggregates are only found on board the [[Alien Bomber (Apocalypse)|Alien Bomber]] and in the [[Sleeping Chamber]]. Note that Stun Grenades have no effect on Micronoids, so Stun Grapples are the preferred method of taking one alive (psi-stun can also work, but requires a &#039;&#039;highly&#039;&#039;-trained Hybrid thanks to Micronoids&#039; high psi-defence).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Megaspawn]]==&lt;br /&gt;
[[Image:Megaspawn.png|Megaspawn UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
This behemoth of a creature is functionally an alien tank. Megaspawn are heavily armoured and have two inbuilt weapons: a high powered disruptor beam and a missile launcher with infinite ammunition. Due to the homing and area-effect nature of their missiles, Megaspawn are exceptionally dangerous enemies until [[X-COM Disruptor Armor]] is deployed late in the war. Fortunately, these will only be encountered when assaulting the last few UFO types or later alien buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Psimorph]]==&lt;br /&gt;
[[Image:Psimorph.png|Psimorph UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
Another very large alien, the Psimorph is essentially a stronger, flying version of the Micronoid Aggregate. They have no exceptional resistance to weaponry, but don&#039;t need it as their health is the highest of any generic alien. They are also somewhat better at making psionic attacks. The same tactical advice applies as for Micronoids: deny them an opening by avoiding giving dangerous weapons to human Agents.&lt;br /&gt;
&lt;br /&gt;
Psimorphs will only appear on the [[Alien Mothership (Apocalypse)|Alien Mothership]] and in certain alien buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Overspawn]]==&lt;br /&gt;
[[Image:Overspawn.png|Overspawn UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
A much larger version of the Megaspawn, the Overspawn is not fought in the Battlescape but rather in the main Cityscape when it is dropped into Mega-Primus. It has no ranged attacks, and is thus a sitting duck for aircraft, but will rapidly tear down any buildings it encounters. This damages X-Com&#039;s score, but the extreme negative PR suffered by the aliens for such wanton destruction makes X-Com rather popular in the aftermath.&lt;br /&gt;
&lt;br /&gt;
Obviously, an Overspawn near one of X-Com&#039;s bases warrants an immediate and forceful response, but otherwise the various corporation fleets that launch when it attacks their buildings are quite capable of fending it off.&lt;br /&gt;
&lt;br /&gt;
The Overspawn cannot be captured alive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==[[Queenspawn]]==&lt;br /&gt;
[[Image:Queenspawn.png|Queenspawn UFOPedia picture - OpenApoc cut|right|200px]]&lt;br /&gt;
&lt;br /&gt;
The Queenspawn (there&#039;s only one) is the source of Multiworm Eggs and, therefore, all non-Micronoid aliens. She cannot move, but has a powerful acid spit attack and 600 health, as well as many, many guards.&lt;br /&gt;
&lt;br /&gt;
Capturing or killing the Queenspawn is the objective of the [[Spawning Chamber]] mission. As there is only one Queenspawn, capturing her alive is generally preferred (and will unlock [[Alien Gas (Apocalypse)|Anti-Alien Gas]] weaponry).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Population (Apocalypse)]] - information on human opponents&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121874</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121874"/>
		<updated>2025-04-30T04:23:09Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
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== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
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== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
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== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;br /&gt;
:There are two issues regarding your suggestion:&lt;br /&gt;
::1) How much of a difference there is between LWOTC and LW2? You&#039;re porting War of the Chosen to LW2, and the question is if it wouldn&#039;t make more sense to add a LWOTC section to LW2, otherwise you&#039;ll be replicating naerly all of the existing info of LW2?&lt;br /&gt;
::2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects? &lt;br /&gt;
:Finally, the UFOPaedia has always been about XCom and its games. It&#039;s not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn&#039;t need them. And if it became a place to publicize personal work, then it wouldn&#039;t be very effective because there&#039;s a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:33, 2 January 2022 (CET)&lt;br /&gt;
::First off, thanks for replying! I wasn&#039;t sure if anybody still uses talk pages.&lt;br /&gt;
&lt;br /&gt;
::Secondly, let me try to answer your questions:&lt;br /&gt;
&lt;br /&gt;
::Throughout 3 years of development by a team of multiple experienced developers (e.g. [https://github.com/pledbrook The Peter], [https://github.com/Grobobobo Grobobobo] and [https://github.com/GafrieGithub Amnesieri]), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.&lt;br /&gt;
&lt;br /&gt;
::Just to name a few things:&lt;br /&gt;
::Every vanilla LW2 class now has a list of randomly selected perks (&amp;quot;XCOM row perks&amp;quot;, in addition to their regular, &amp;quot;main tree&amp;quot; perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means &#039;&#039;&#039;lots&#039;&#039;&#039; of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);&lt;br /&gt;
&lt;br /&gt;
::The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they&#039;re nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;&lt;br /&gt;
&lt;br /&gt;
::The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow &amp;quot;perk stacking&amp;quot; where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a &amp;quot;shooty scout&amp;quot; - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);&lt;br /&gt;
&lt;br /&gt;
::Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can&#039;t be permanently locked in place with [[Perk_List_(LWOTC)#Combatives|Combatives]], Najas now can&#039;t shoot while unactivated, Sectopods now don&#039;t use lightning field in the middle of nowhere, large enemies now can&#039;t be Stasis&#039;d, etc.);&lt;br /&gt;
&lt;br /&gt;
::New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n&#039; Grab;&lt;br /&gt;
&lt;br /&gt;
::Several &amp;quot;normal&amp;quot; perks (I&#039;m currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;&lt;br /&gt;
&lt;br /&gt;
::Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;&lt;br /&gt;
&lt;br /&gt;
::The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;&lt;br /&gt;
&lt;br /&gt;
::Various quality of life changes are now part of the game, such as circles for indicating [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don&#039;t accidentally skip Retaliations, a button for easily editing a Haven Adviser&#039;s loadout, and much more;&lt;br /&gt;
&lt;br /&gt;
::The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);&lt;br /&gt;
&lt;br /&gt;
::Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;&lt;br /&gt;
&lt;br /&gt;
::The addition of several tutorial pop-ups, explaining various things that LW2 didn&#039;t tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);&lt;br /&gt;
&lt;br /&gt;
::And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and [https://puu.sh/IA0Ef/13370864c0.png tens] [https://puu.sh/IA0En/fd49bf352f.png of thousands] of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.&lt;br /&gt;
&lt;br /&gt;
::Finally, I&#039;d just like to say that having LWOTC on the sidebar is by no means something that only &#039;&#039;I&#039;&#039; would want - we as a community (including prominent LWOTC youtubers/streamers such as [https://www.youtube.com/c/DerAva/videos DerAva] and [https://www.twitch.tv/akaillogical akaillogical] and modders like [https://steamcommunity.com/id/kiruka/myworkshopfiles/ Kiruka] and [https://steamcommunity.com/profiles/76561198138719639/myworkshopfiles/ kdm2k6]) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren&#039;t erroneously getting knowledge about LWOTC from various outdated LW2 sources. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 16:05, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Well, just downloaded and run LWOTC and it&#039;s a mod for LW2. LW2 introduced new enemies, missions, classes, weapons and expanded the strategic layer of X2, so it&#039;s an expansion. While in LWOTC nearly all of the changes are getting things to work together, QoL and bug fixing - I barely could find anything actually new being added other than 3 psi perks. It involves a lot of work for sure, but it&#039;s a mod of an expansion (LW2) using elements of another expansion (WOTC) - it doesn&#039;t add anything new that isn&#039;t already on both, it merely gets everything to combine together as your long description made clear. &lt;br /&gt;
:::Second, as I said, the UFOPaedia focus on its nearly 20 years of existance has been on the original games - a group of XCom fan(atic)s decided one day that it would be nice to have a wiki to compile everything we knew about the games to help us play and enjoy them. So we don&#039;t really cared about publicity or monetizing the wiki (which is why it&#039;s ad free, unlike other wikis) because we like it focused on the games. &lt;br /&gt;
:::Now, you have thousands of players and known streamers to this mod project? Good for you but that&#039;s not our target audience. We do not need these XCom fan projects for the UFOPaedia to exist because this is its own fan project. There&#039;s always space available if a fan project needs a subwiki, and a few of those even decided later to have their own wiki and stopped updating their subwikis on the UFOPaedia. So, if you decide to go that way, it wouldn&#039;t affect the UFOPaedia at all.&lt;br /&gt;
:::Finally, this discussion already took place a year ago on the [[Talk:Main Page]] regarding Long War Rebalance and Piratez and the points presented there are still the same. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:16, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
==Thumbnail==&lt;br /&gt;
Hey Hobbes! I seem to be having a problem with some image uploads. Thumbnails don&#039;t appear with the upload and I get an error meassage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Error creating thumbnail: /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
and as an example of some pics that don&#039;t have thumbs (eg: goodfriend):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://www.ufopaedia.org/index.php/Special:Log/upload&lt;br /&gt;
&lt;br /&gt;
I&#039;m at a loss to why larger images don&#039;t generate thumbs, but small .pngs will do so. Is there any setting on my computer that I should change or any suggestion? &lt;br /&gt;
 &lt;br /&gt;
Thankyou!&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
: I&#039;m having the same problem - I wanted to reduce the size of the images near the end of the [[Megaspawn]] page but it just gives me the same error when I try to do it. I&#039;m not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 14:10, 9 August 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[User:Horace vr|Horace vr]] ([[User talk:Horace vr|talk]]) 13:40, 4 February 2023 (CET)&lt;br /&gt;
: Have you guys found any solution to this ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Solution?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The problem seems to be using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|thumb|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option in the &#039;&#039;image command line&#039;&#039;. I have found that using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|frame|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option instead will allow the pic to be inside a box. eg:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Use frame instead of thumb! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 12:44, 2 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Hi, its about something new ==&lt;br /&gt;
&lt;br /&gt;
Hi, its about something new on home page since 10 years, &lt;br /&gt;
started here https://www.strategycore.co.uk/forums/topic/13599-so-what-do-people-want-done-with-ufopaedia-in-2025/&lt;br /&gt;
, i dont have time for testing pages etc sorry&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121873</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121873"/>
		<updated>2025-04-30T04:22:22Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
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== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
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== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
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== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
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== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
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== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
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== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
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== Spam flood ==&lt;br /&gt;
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Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
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== Working as intended ==&lt;br /&gt;
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Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
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== Tvol-bot ==&lt;br /&gt;
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Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
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== Image Strangeness ==&lt;br /&gt;
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Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
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&lt;br /&gt;
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Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;br /&gt;
:There are two issues regarding your suggestion:&lt;br /&gt;
::1) How much of a difference there is between LWOTC and LW2? You&#039;re porting War of the Chosen to LW2, and the question is if it wouldn&#039;t make more sense to add a LWOTC section to LW2, otherwise you&#039;ll be replicating naerly all of the existing info of LW2?&lt;br /&gt;
::2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects? &lt;br /&gt;
:Finally, the UFOPaedia has always been about XCom and its games. It&#039;s not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn&#039;t need them. And if it became a place to publicize personal work, then it wouldn&#039;t be very effective because there&#039;s a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:33, 2 January 2022 (CET)&lt;br /&gt;
::First off, thanks for replying! I wasn&#039;t sure if anybody still uses talk pages.&lt;br /&gt;
&lt;br /&gt;
::Secondly, let me try to answer your questions:&lt;br /&gt;
&lt;br /&gt;
::Throughout 3 years of development by a team of multiple experienced developers (e.g. [https://github.com/pledbrook The Peter], [https://github.com/Grobobobo Grobobobo] and [https://github.com/GafrieGithub Amnesieri]), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.&lt;br /&gt;
&lt;br /&gt;
::Just to name a few things:&lt;br /&gt;
::Every vanilla LW2 class now has a list of randomly selected perks (&amp;quot;XCOM row perks&amp;quot;, in addition to their regular, &amp;quot;main tree&amp;quot; perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means &#039;&#039;&#039;lots&#039;&#039;&#039; of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);&lt;br /&gt;
&lt;br /&gt;
::The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they&#039;re nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;&lt;br /&gt;
&lt;br /&gt;
::The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow &amp;quot;perk stacking&amp;quot; where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a &amp;quot;shooty scout&amp;quot; - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);&lt;br /&gt;
&lt;br /&gt;
::Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can&#039;t be permanently locked in place with [[Perk_List_(LWOTC)#Combatives|Combatives]], Najas now can&#039;t shoot while unactivated, Sectopods now don&#039;t use lightning field in the middle of nowhere, large enemies now can&#039;t be Stasis&#039;d, etc.);&lt;br /&gt;
&lt;br /&gt;
::New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n&#039; Grab;&lt;br /&gt;
&lt;br /&gt;
::Several &amp;quot;normal&amp;quot; perks (I&#039;m currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;&lt;br /&gt;
&lt;br /&gt;
::Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;&lt;br /&gt;
&lt;br /&gt;
::The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;&lt;br /&gt;
&lt;br /&gt;
::Various quality of life changes are now part of the game, such as circles for indicating [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don&#039;t accidentally skip Retaliations, a button for easily editing a Haven Adviser&#039;s loadout, and much more;&lt;br /&gt;
&lt;br /&gt;
::The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);&lt;br /&gt;
&lt;br /&gt;
::Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;&lt;br /&gt;
&lt;br /&gt;
::The addition of several tutorial pop-ups, explaining various things that LW2 didn&#039;t tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);&lt;br /&gt;
&lt;br /&gt;
::And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and [https://puu.sh/IA0Ef/13370864c0.png tens] [https://puu.sh/IA0En/fd49bf352f.png of thousands] of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.&lt;br /&gt;
&lt;br /&gt;
::Finally, I&#039;d just like to say that having LWOTC on the sidebar is by no means something that only &#039;&#039;I&#039;&#039; would want - we as a community (including prominent LWOTC youtubers/streamers such as [https://www.youtube.com/c/DerAva/videos DerAva] and [https://www.twitch.tv/akaillogical akaillogical] and modders like [https://steamcommunity.com/id/kiruka/myworkshopfiles/ Kiruka] and [https://steamcommunity.com/profiles/76561198138719639/myworkshopfiles/ kdm2k6]) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren&#039;t erroneously getting knowledge about LWOTC from various outdated LW2 sources. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 16:05, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Well, just downloaded and run LWOTC and it&#039;s a mod for LW2. LW2 introduced new enemies, missions, classes, weapons and expanded the strategic layer of X2, so it&#039;s an expansion. While in LWOTC nearly all of the changes are getting things to work together, QoL and bug fixing - I barely could find anything actually new being added other than 3 psi perks. It involves a lot of work for sure, but it&#039;s a mod of an expansion (LW2) using elements of another expansion (WOTC) - it doesn&#039;t add anything new that isn&#039;t already on both, it merely gets everything to combine together as your long description made clear. &lt;br /&gt;
:::Second, as I said, the UFOPaedia focus on its nearly 20 years of existance has been on the original games - a group of XCom fan(atic)s decided one day that it would be nice to have a wiki to compile everything we knew about the games to help us play and enjoy them. So we don&#039;t really cared about publicity or monetizing the wiki (which is why it&#039;s ad free, unlike other wikis) because we like it focused on the games. &lt;br /&gt;
:::Now, you have thousands of players and known streamers to this mod project? Good for you but that&#039;s not our target audience. We do not need these XCom fan projects for the UFOPaedia to exist because this is its own fan project. There&#039;s always space available if a fan project needs a subwiki, and a few of those even decided later to have their own wiki and stopped updating their subwikis on the UFOPaedia. So, if you decide to go that way, it wouldn&#039;t affect the UFOPaedia at all.&lt;br /&gt;
:::Finally, this discussion already took place a year ago on the [[Talk:Main Page]] regarding Long War Rebalance and Piratez and the points presented there are still the same. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:16, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
==Thumbnail==&lt;br /&gt;
Hey Hobbes! I seem to be having a problem with some image uploads. Thumbnails don&#039;t appear with the upload and I get an error meassage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Error creating thumbnail: /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
and as an example of some pics that don&#039;t have thumbs (eg: goodfriend):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://www.ufopaedia.org/index.php/Special:Log/upload&lt;br /&gt;
&lt;br /&gt;
I&#039;m at a loss to why larger images don&#039;t generate thumbs, but small .pngs will do so. Is there any setting on my computer that I should change or any suggestion? &lt;br /&gt;
 &lt;br /&gt;
Thankyou!&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
: I&#039;m having the same problem - I wanted to reduce the size of the images near the end of the [[Megaspawn]] page but it just gives me the same error when I try to do it. I&#039;m not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 14:10, 9 August 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[User:Horace vr|Horace vr]] ([[User talk:Horace vr|talk]]) 13:40, 4 February 2023 (CET)&lt;br /&gt;
: Have you guys found any solution to this ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Solution?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The problem seems to be using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|thumb|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option in the &#039;&#039;image command line&#039;&#039;. I have found that using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|frame|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option instead will allow the pic to be inside a box. eg:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Use frame instead of thumb! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 12:44, 2 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Hi, its about something new ==&lt;br /&gt;
&lt;br /&gt;
Hi, its about something new on home page since 10 years, &lt;br /&gt;
started here https://www.strategycore.co.uk/forums/topic/13599-so-what-do-people-want-done-with-ufopaedia-in-2025/&lt;br /&gt;
 ..i dont have time for testing pages etc sorry&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121872</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121872"/>
		<updated>2025-04-30T00:56:25Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;br /&gt;
:There are two issues regarding your suggestion:&lt;br /&gt;
::1) How much of a difference there is between LWOTC and LW2? You&#039;re porting War of the Chosen to LW2, and the question is if it wouldn&#039;t make more sense to add a LWOTC section to LW2, otherwise you&#039;ll be replicating naerly all of the existing info of LW2?&lt;br /&gt;
::2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects? &lt;br /&gt;
:Finally, the UFOPaedia has always been about XCom and its games. It&#039;s not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn&#039;t need them. And if it became a place to publicize personal work, then it wouldn&#039;t be very effective because there&#039;s a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:33, 2 January 2022 (CET)&lt;br /&gt;
::First off, thanks for replying! I wasn&#039;t sure if anybody still uses talk pages.&lt;br /&gt;
&lt;br /&gt;
::Secondly, let me try to answer your questions:&lt;br /&gt;
&lt;br /&gt;
::Throughout 3 years of development by a team of multiple experienced developers (e.g. [https://github.com/pledbrook The Peter], [https://github.com/Grobobobo Grobobobo] and [https://github.com/GafrieGithub Amnesieri]), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.&lt;br /&gt;
&lt;br /&gt;
::Just to name a few things:&lt;br /&gt;
::Every vanilla LW2 class now has a list of randomly selected perks (&amp;quot;XCOM row perks&amp;quot;, in addition to their regular, &amp;quot;main tree&amp;quot; perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means &#039;&#039;&#039;lots&#039;&#039;&#039; of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);&lt;br /&gt;
&lt;br /&gt;
::The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they&#039;re nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;&lt;br /&gt;
&lt;br /&gt;
::The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow &amp;quot;perk stacking&amp;quot; where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a &amp;quot;shooty scout&amp;quot; - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);&lt;br /&gt;
&lt;br /&gt;
::Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can&#039;t be permanently locked in place with [[Perk_List_(LWOTC)#Combatives|Combatives]], Najas now can&#039;t shoot while unactivated, Sectopods now don&#039;t use lightning field in the middle of nowhere, large enemies now can&#039;t be Stasis&#039;d, etc.);&lt;br /&gt;
&lt;br /&gt;
::New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n&#039; Grab;&lt;br /&gt;
&lt;br /&gt;
::Several &amp;quot;normal&amp;quot; perks (I&#039;m currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;&lt;br /&gt;
&lt;br /&gt;
::Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;&lt;br /&gt;
&lt;br /&gt;
::The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;&lt;br /&gt;
&lt;br /&gt;
::Various quality of life changes are now part of the game, such as circles for indicating [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don&#039;t accidentally skip Retaliations, a button for easily editing a Haven Adviser&#039;s loadout, and much more;&lt;br /&gt;
&lt;br /&gt;
::The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);&lt;br /&gt;
&lt;br /&gt;
::Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;&lt;br /&gt;
&lt;br /&gt;
::The addition of several tutorial pop-ups, explaining various things that LW2 didn&#039;t tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);&lt;br /&gt;
&lt;br /&gt;
::And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and [https://puu.sh/IA0Ef/13370864c0.png tens] [https://puu.sh/IA0En/fd49bf352f.png of thousands] of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.&lt;br /&gt;
&lt;br /&gt;
::Finally, I&#039;d just like to say that having LWOTC on the sidebar is by no means something that only &#039;&#039;I&#039;&#039; would want - we as a community (including prominent LWOTC youtubers/streamers such as [https://www.youtube.com/c/DerAva/videos DerAva] and [https://www.twitch.tv/akaillogical akaillogical] and modders like [https://steamcommunity.com/id/kiruka/myworkshopfiles/ Kiruka] and [https://steamcommunity.com/profiles/76561198138719639/myworkshopfiles/ kdm2k6]) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren&#039;t erroneously getting knowledge about LWOTC from various outdated LW2 sources. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 16:05, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Well, just downloaded and run LWOTC and it&#039;s a mod for LW2. LW2 introduced new enemies, missions, classes, weapons and expanded the strategic layer of X2, so it&#039;s an expansion. While in LWOTC nearly all of the changes are getting things to work together, QoL and bug fixing - I barely could find anything actually new being added other than 3 psi perks. It involves a lot of work for sure, but it&#039;s a mod of an expansion (LW2) using elements of another expansion (WOTC) - it doesn&#039;t add anything new that isn&#039;t already on both, it merely gets everything to combine together as your long description made clear. &lt;br /&gt;
:::Second, as I said, the UFOPaedia focus on its nearly 20 years of existance has been on the original games - a group of XCom fan(atic)s decided one day that it would be nice to have a wiki to compile everything we knew about the games to help us play and enjoy them. So we don&#039;t really cared about publicity or monetizing the wiki (which is why it&#039;s ad free, unlike other wikis) because we like it focused on the games. &lt;br /&gt;
:::Now, you have thousands of players and known streamers to this mod project? Good for you but that&#039;s not our target audience. We do not need these XCom fan projects for the UFOPaedia to exist because this is its own fan project. There&#039;s always space available if a fan project needs a subwiki, and a few of those even decided later to have their own wiki and stopped updating their subwikis on the UFOPaedia. So, if you decide to go that way, it wouldn&#039;t affect the UFOPaedia at all.&lt;br /&gt;
:::Finally, this discussion already took place a year ago on the [[Talk:Main Page]] regarding Long War Rebalance and Piratez and the points presented there are still the same. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:16, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
==Thumbnail==&lt;br /&gt;
Hey Hobbes! I seem to be having a problem with some image uploads. Thumbnails don&#039;t appear with the upload and I get an error meassage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Error creating thumbnail: /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
and as an example of some pics that don&#039;t have thumbs (eg: goodfriend):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://www.ufopaedia.org/index.php/Special:Log/upload&lt;br /&gt;
&lt;br /&gt;
I&#039;m at a loss to why larger images don&#039;t generate thumbs, but small .pngs will do so. Is there any setting on my computer that I should change or any suggestion? &lt;br /&gt;
 &lt;br /&gt;
Thankyou!&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
: I&#039;m having the same problem - I wanted to reduce the size of the images near the end of the [[Megaspawn]] page but it just gives me the same error when I try to do it. I&#039;m not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 14:10, 9 August 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[User:Horace vr|Horace vr]] ([[User talk:Horace vr|talk]]) 13:40, 4 February 2023 (CET)&lt;br /&gt;
: Have you guys found any solution to this ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Solution?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The problem seems to be using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|thumb|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option in the &#039;&#039;image command line&#039;&#039;. I have found that using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|frame|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option instead will allow the pic to be inside a box. eg:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Use frame instead of thumb! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 12:44, 2 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== its about something new ==&lt;br /&gt;
&lt;br /&gt;
its about something new on home page since 10 years &lt;br /&gt;
started here https://www.strategycore.co.uk/forums/topic/13599-so-what-do-people-want-done-with-ufopaedia-in-2025/&lt;br /&gt;
i dont have time for testing pages etc sorry&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121871</id>
		<title>User talk:Hobbes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Hobbes&amp;diff=121871"/>
		<updated>2025-04-30T00:55:01Z</updated>

		<summary type="html">&lt;p&gt;Makus: /* its about something new */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nav Boxes==&lt;br /&gt;
How do you make them? I was thinking of setting up some for Enemy Unknown (2012), namely one for base buildings/addons, one for all equipment (backpack equipment, weapons and armor), one for Aliens, one for Classes, etc. etc. [[User:Leman Russ|Leman Russ]] 18:16, 19 April 2013 (EDT)&lt;br /&gt;
: Easiest way is to use an already existing template to create a new one, such as [[Template:Organizations_Navbar]], which gives you this: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or, if you click to edit the code: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;table width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;{{Apoc Icon}} &amp;lt;b&amp;gt;[[Apoc_Table|X-COM: Apocalypse]]:&amp;lt;/b&amp;gt; [[Organizations]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;The Good:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Bad:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;The Ugly:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]]  [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]]  [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
To create the template, just write the link for it, for instance [[Template: Aliens (EU2012)]], click and start editing. Just edit/replace/add what you want. After you&#039;ve done a template, you&#039;ll have to add it to all the relevant pages by adding at the bottom the following code: &lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Aliens (EU2012)}}&amp;lt;/nowiki&amp;gt; [[User:Hobbes|Hobbes]] 18:58, 19 April 2013 (EDT)&lt;br /&gt;
::Got a number of them out. How do they look? Only one that I can think of that still needs doing is one for classes. [[User:Leman Russ|Leman Russ]] 13:16, 26 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Looking good, but only two comments. It might be a good idea to have added a Navbar suffix on the end of the template names. The other is perhaps to use wiki table markup for the outer/main boxes. [[User:NKF|NKF]] 16:37, 26 April 2013 (EDT)&lt;br /&gt;
:::: NKF, could you please post here an example of wiki table markup? I&#039;m not sure exactly myself of the difference. [[User:Hobbes|Hobbes]] 21:02, 26 April 2013 (EDT) &lt;br /&gt;
&lt;br /&gt;
:::::Sure. I&#039;ll use wiki table markup to replicate the example navbar above. Check the source. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan =&amp;quot;2&amp;quot; | {{Apoc Icon}} &#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]:&#039;&#039;&#039; [[Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;80&amp;quot;| &#039;&#039;&#039;The Good:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_xcom.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt.png]] [[Government]] [[Image:Apoc_megapol.png]] [[Megapol]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_aliens.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius.png]] [[Cult of Sirius]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ugly:&#039;&#039;&#039;&lt;br /&gt;
| [[Image:Apoc_cyberweb.png]] [[Cyberweb]] [[Image:Apoc_diablo.png]] [[Diablo]] [[Image:Apoc_energen.png]] [[Energen]] [[Image:Apoc_evonet.png]] [[Evonet]] [[Image:Apoc_extropians.png]] [[Extropians]]&amp;lt;br&amp;gt;[[Image:Apoc_gm.png]] [[General Metro]] [[Image:Apoc_gravball.png]] [[Grav Ball League]] [[Image:Apoc_lifetree.png]] [[Lifetree]] [[Image:Apoc_marsec.png]] [[Marsec]]&amp;lt;br&amp;gt;[[Image:Apoc_mutant.png]] [[Mutant Alliance]] [[Image:Apoc_nanotech.png]] [[Nanotech]] [[Image:Apoc_nutrivend.png]] [[Nutrivend]] [[Image:Apoc_osiron.png]] [[Osiron]] [[Image:Apoc_psyke.png]] [[Psyke]]&amp;lt;br&amp;gt;[[Image:Apoc_self.png]] [[S.E.L.F.]] [[Image:Apoc_sanctuary.png]] [[Sanctuary Clinic]] [[Image:Apoc_sensovision.png]] [[Sensovision]] [[Image:Apoc_solmine.png]] [[Solmine]]&amp;lt;br&amp;gt;[[Image:Apoc_sd.png]] [[Superdynamics]] [[Image:Apoc_synthemesh.png]] [[Synthemesh]] [[Image:Apoc_technocr.png]] [[Technocrats]] [[Image:Apoc_ts.png]] [[Transtellar]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s the same result, but has the advantage of being tidier to maintain. For nested tables, you can throw HTML tables inside and not make it one big block of greater/less-than symbols and slashes. ;) [[User:NKF|NKF]] 21:34, 26 April 2013 (EDT)  &lt;br /&gt;
&lt;br /&gt;
::: I&#039;d quite like to see one done for the [[Maps (EU2012)|maps]], though it may require a reduced font size in order to fit everything in without massive page bloat. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:17, 26 April 2013 (EDT)&lt;br /&gt;
:::: Might be better to use only the loading screen images on the Navbar. I&#039;ll look into it later [[User:Hobbes|Hobbes]] 06:12, 27 April 2013 (EDT)&lt;br /&gt;
:::: How about something like this?&lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 20:20, 27 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The layout and appearance looks perfect to me, but I don&#039;t like the use of style templates within the table - guess what THEY conflict with?&lt;br /&gt;
&lt;br /&gt;
: Starting a cell with a ! instead of a | is enough to tell the wiki it&#039;s to be a header cell, there&#039;s no need to use a template for that. I&#039;ve hence modified the above table to do away with templates as an example.&lt;br /&gt;
&lt;br /&gt;
: If adding it to the map pages as a template, could I also ask for a &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag to go in as well? Doesn&#039;t actually exist as yet, but the plan is to save a little time later when it does. Er, in to the map pages, not the table template, that is to say.&lt;br /&gt;
&lt;br /&gt;
: - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 22:12, 27 April 2013 (EDT)&lt;br /&gt;
:: Just made a few more and edits and I&#039;ve moved it into [[Template: Maps Navbar (EU2012)]]. I&#039;ll add it later, along with the &amp;lt;nowiki&amp;gt;{{EU2012_Style}}&amp;lt;/nowiki&amp;gt; tag, meanwhile I want to redo the maps pages. [[User:Hobbes|Hobbes]] 04:39, 28 April 2013 (EDT)&lt;br /&gt;
::: And just added both the Navbar and the Style tag to all the map pages. I still want to redesign the map page format but that&#039;s for later. [[User:Hobbes|Hobbes]] 16:22, 30 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::In regards to the image layout on those pages, you may or may not find the code used in [[UP001.SPK-UP042.SPK|this article]] useful. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:54, 1 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spamming Accounts ==&lt;br /&gt;
&lt;br /&gt;
Since we think that all of these accounts are one person, surely we should try to block his/her IP Address which would stop him/her from creating new accounts; or do we not have the add-on installed on the wiki to block IPs? --[[User:Ditto51|Ditto51]] 02:59, 19 September 2013 (EDT)&lt;br /&gt;
:Well, it was possible to block IPs until it was decided that only registered users could edit the wiki to prevent massive spamming. I have no idea about that add-on. [[User:Hobbes|Hobbes]] 05:32, 19 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Undo? ==&lt;br /&gt;
&lt;br /&gt;
I &#039;&#039;haven&#039;t&#039;&#039;. --[[User:Xuncu|Xuncu]] 15:28, 18 November 2013 (EST)&lt;br /&gt;
:I think he was talking about these ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52480] [http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=next&amp;amp;oldid=52480]) and ([http://www.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;amp;diff=prev&amp;amp;oldid=52276] [http://www.ufopaedia.org/index.php?title=XCOM%3A_Enemy_Within_DLC_%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=52278&amp;amp;oldid=52277])&lt;br /&gt;
::Only thing I can think of was that I opened to edit, someone else opened to edit, they wrote something quick, saved, while I was taking my time to test and check, then saved with the origional text. --[[User:Xuncu|Xuncu]] 00:49, 19 November 2013 (EST)&lt;br /&gt;
:::That&#039;s possible as well but you get a warning that someone has edited and saved a new version of the page while you&#039;re editing. To try to avoid this situation it&#039;s better to edit the EW main page by subsections if you&#039;re only adding a couple lines of text. But since we&#039;re now using page templates rather than having all info in the main page it should be easier to avoid conflicting versions. [[User:Hobbes|Hobbes]] 06:51, 19 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New template / standardized words / main testing page ==&lt;br /&gt;
&lt;br /&gt;
Hey Hobbes, since you&#039;re very active admin and user, I was wondering if a template akin to [http://en.wikipedia.org/wiki/Wikipedia:Citation_needed citation needed] to add to information that needs verification would be useful or if talk pages are appropriate at this point.&lt;br /&gt;
&lt;br /&gt;
Also, I was thinking of a page to showcase for editors to utilize when combing over pages for readability/uniformity. For instance, is Squad Sight Sniper or Squadsight Sniper better; the ability is called Squad Sight though. Or during movement, are they cells or tiles or squares? So as contributors add information, editors can go back and clean up pages with &amp;quot;minor edit&amp;quot; for readability.&lt;br /&gt;
&lt;br /&gt;
Lastly, it would be useful for me personally if there was a single page to consolidate testing/verifying with others instead of marking my page or trying to remember all the different talk pages. :P--[[User:DracoGriffin|DracoGriffin]] 13:47, 13 December 2013 (EST)&lt;br /&gt;
:I&#039;ve been wondering myself if we should make a [[Guidelines_to_writing_articles]] page solely for EU2012 due to all these questions you&#039;ve just posed. I&#039;m following a certain logic when editing pages to keep a consistent style and if contributors tried to keep that in mind it would surely help with the work. &lt;br /&gt;
* Use the ingame terms on the pages to keep consistency: not Squadsight but Squad Sight; XCOM but not X-COM &lt;br /&gt;
* Capitalize when you&#039;re using the exact term&lt;br /&gt;
* For emphasis, i.e. you&#039;re mentioning specific abilites on a page that is about abilities, use bold for the ingame terms. &lt;br /&gt;
* Use italics for transcriptions of ingame text, if they are not in identifiable boxes (like the pages dealing with research topics).&lt;br /&gt;
* Don&#039;t write as if you&#039;re in a chat room: &#039;crits&#039;, &#039;dmg&#039; and other abbreviations should not be used. &lt;br /&gt;
* DO NOT WRITE phrases or words on full caps just for emphasis. &lt;br /&gt;
&lt;br /&gt;
Just some ideas to start. Maybe it would be nice to have a template informing people to check the Talk page if some info is disputed. [[User:Hobbes|Hobbes]] 14:03, 13 December 2013 (EST)&lt;br /&gt;
:Hi, Hobbes! Have some question: can I create new templates for Russian section with (R) suffix? For example, [[Template:Ref Close (R)]]. The point is that words like &amp;quot;Источник&amp;quot; is more familiar than &amp;quot;Source&amp;quot; in Russian articles. --[[User:HansOlo|HansOlo]] ([[User talk:HansOlo|talk]]) 12:38, 20 June 2014 (EDT)&lt;br /&gt;
:: Of course! [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:14, 20 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[Bugs (EU2012)#Kinetic Strike Module and Flamethrower Upgrades|Kinetic Strike Module and Flamethrower Bug]] ==&lt;br /&gt;
&lt;br /&gt;
Do you know if it affects the Flamethrower (and if so what the eventually damage is. Does it round the 4.5 down or up?). Also do you know whether the bug resets for the game after being upgraded to the bugged value in the previous. I think it does but I can&#039;t remember.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 14:49, 15 August 2014 (EDT)&lt;br /&gt;
: I don&#039;t remember about the Flamethrower. All rounding of numbers is usually down in EU2012. The bug continues to upgrade the weapon until you play a game without getting the upgrade, IIRC, after which the next game the values are reset to normal ones. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 15 August 2014 (EDT)&lt;br /&gt;
:: OK, just had a little more time to check this. The flamethrower should be upgraded to 13 (9 + 4.5, rounded down). I never actually confirmed this personally with the Flamethrower. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:54, 15 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Well, that was rather rude ==&lt;br /&gt;
&lt;br /&gt;
http://ufopaedia.org/index.php?title=Mods_%28EU2012%29&amp;amp;action=history Connor&#039;s edit &#039;comment&#039;&lt;br /&gt;
:There are two issues here. First I agree with you that the comment wasn&#039;t a nice one. However, I also might take it in a more light manner since the stuff that he removed (XCOM/My Little Pony crossover) gets me scratching my head whether to laugh at it or to take it seriously. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:54, 15 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Code of Infiltration ==&lt;br /&gt;
&lt;br /&gt;
I put some of the code for the infiltration routine on my [[User:Morgan525#Other_information | user page]]. I remove a lot of code so that the important stuff is easier to follow. The code only goes up to the UK as that is where the logic is easiest to follow.  If something is not clear, let me know. [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:43, 5 December 2014 (EST)&lt;br /&gt;
:Thanks a lot and yes, I can see how it works, the logic behind it is actually simpler than I was imagining it. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:28, 5 December 2014 (EST)&lt;br /&gt;
Glad to help![[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:49, 5 December 2014 (EST)&lt;br /&gt;
:Something else I&#039;m wondering if you could help. I was mentioning before that I wanted to update the page about [[Alien Missions]] with details about how the missions are generated, based on the info present in OpenXcom. But from our exchange I started realizing that the logic followed by OpenXcom might not be the same of the original game, even though the results are. So, I wrote a page about [[Alien Missions in Enemy Unknown (OpenXcom)]] but describing the process from the OpenXcom&#039;s code perspective. But since you&#039;re familiar with the original game&#039;s code I&#039;m wondering if you could adapt its contents to the original game&#039;s code and update the Alien Missions page since you&#039;re way more qualified than me. Just an idea. :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 00:03, 6 December 2014 (EST)&lt;br /&gt;
:Something I don&#039;t quite understand is what you mean by missions. In your various postings about alien missions in openxcom, you talk about the different trajectories and how a UFO uses them.  Missions and trajectories are different things.  The way missions are selected and completed has nothing to do with their flight patterns.  Is this what your wanting to discuss, not how missions are selected or how they are completed? - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 19:41, 29 December 2014 (EST)&lt;br /&gt;
::I&#039;m interested in describing the whole process behind alien missions in the original game: how the mission is selected, how the UFOs are assigned to it and how their flight patterns are determined and finally what happens (score) when the mission is completed. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 20:21, 29 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
Recently I joined article writers and created several pages. Almost immediately, I faced with the duplicated information problem. Sometimes page should contain the same string twice and it is really pain in ass to update such strings. Maybe I am blinded but currently there is no way to use variables. So, is it possible to install pretty extension called “Variables”? Here is the link: https://www.mediawiki.org/wiki/Extension:Variables [[User:El.|El.]] ([[User talk:El.|talk]]) 12:00, 5 July 2015 (EST)&lt;br /&gt;
:Hey there. I noticed the insane amount of templates that you guys were creating for Long War and I wondered how necessary they were. I can ask Pete (site owner) about the Variable extensions, I have never used them myself though. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:43, 6 July 2015 (EDT)&lt;br /&gt;
::I personally have created pages and templates only for russian language from scratch. So yes, I realy need them :). It would be cool if Pete did the favour for guys who need variables. --[[User:El.|El.]] ([[User talk:El.|talk]]) 02:50, 7 July 2015 (EDT)&lt;br /&gt;
:::Just to let you know that I&#039;ve emailed Pete about the Variables, now I&#039;m waiting for an answer. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:40, 8 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spam flood ==&lt;br /&gt;
&lt;br /&gt;
Shit&#039;s fuuuuuuuuuuuuuuuuuuuuuucked! --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:08, 9 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Working as intended ==&lt;br /&gt;
&lt;br /&gt;
Just FYI the bot was working as intended. More info on my talk page. Now I just need to figure-out why the tables are breaking in such a weird way. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 18:47, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tvol-bot ==&lt;br /&gt;
&lt;br /&gt;
Do you think you could flag [[User:Tvol-bot]] as a bot? I&#039;m doing a lot of batch processing on the wiki with it. And I&#039;m sure other people might appreciate not seeing the wall of edits in the recent changes (or at least I certainly would :P ).  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:22, 28 January 2017 (UTC)&lt;br /&gt;
:I have no idea if that&#039;s even possible to do on this wiki... do you know how to do it?[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 01:31, 28 January 2017 (UTC)&lt;br /&gt;
::Should be somewhere [[Special:UserRights|in here]]. Otherwise poke around [[Special:AdminLinks]]. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 01:37, 28 January 2017 (UTC)&lt;br /&gt;
:::OK, I&#039;m not authorized to make edits on the [[Special:UserRights]] and I can&#039;t find anything about bots on [[Special:AdminLinks]], so that&#039;s above my pay grade. Just go ahead with the bot for the mass edits - there might be some complaints but the amount of edits is natural since we&#039;re creating a whole new section and people should understand that, without edit things don&#039;t get done in a wiki :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:51, 28 January 2017 (UTC)&lt;br /&gt;
::::Seems like I have access to that section, so have given Tvol-bot bot status. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 22:04, 28 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Strangeness ==&lt;br /&gt;
&lt;br /&gt;
Do you have any idea what is going on here? [[:File:UIPerk_aceinthehole.png]] [[File:UIPerk_aceinthehole.png]] The current revision is stuck as the original. But you can see from my upload attempts that the &#039;&#039;new&#039;&#039; images &#039;&#039;were&#039;&#039; successfully uploaded. The catch is that each time I would upload one, I would see the most recent version as the original. Which...makes no god damn sense. O.o Maybe the server needs a restart. Or a massive kick in the pants, either or. I&#039;m fine with both. (Edit: I would try a mass delete and re-upload, which would almost guarantee this would be fixed but I don&#039;t have the perms.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:24, 29 January 2017 (UTC)&lt;br /&gt;
: Right now it&#039;s working properly it seems. I have no idea what was going on. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 00:40, 31 January 2017 (UTC)&lt;br /&gt;
:: Thinking about this, it&#039;s likely you were seeing the local copy in your browser&#039;s cache rather than the latest copy on the server. The next time this happens, try doing a full refresh of the page with a shift-reload to re-download the content from the server and see if that sorts the problem. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 05:42, 1 February 2017 (UTC)&lt;br /&gt;
:Fraid not. That&#039;s the first thing I tried. I tried a full page refresh, purging my entire browser cache, and then on a whim I tried doing all that on Safari (on 2 computers), Edge (on one), Firefox (on all three), and Brave (again on all three). It&#039;s definitely not a caching issue on my end. For some reason the wiki is slow in updating the pointer to where the current revision is stored when it gets called on a page. The good news is that it eventually does do it, it just takes a while (half hour to an hour). --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:32, 1 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User CSS ==&lt;br /&gt;
&lt;br /&gt;
Would it be possible to enable user CSS ( &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;$wgAllowUserCss&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; )? I&#039;m trying to test-out CSS to make {{Tl|Ability (LW2)}} better. What I want to do is have that extra info icon invert its color (like the game does; I&#039;ll make a custom image for that later), and set a div underneath the ability to appear (which would hold the ability&#039;s extended info text, so it appears under it only when rolled-over). With access to user CSS I can test this, and later add it to the Common.css file (well I couldn&#039;t, but someone else with admin rights could). Otherwise there&#039;s no good way of going about it.&lt;br /&gt;
&lt;br /&gt;
Alternately I can add CSS to each ability template &#039;&#039;in theory&#039;&#039;, but in practice every time I try to add any CSS in the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags the server hurks and doesn&#039;t show me the preview page. It also might add an issue with server and browser load. The wiki would probably do well [https://www.mediawiki.org/wiki/Extension:CSS to be using this extension] instead anyway. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 04:28, 31 January 2017 (UTC)&lt;br /&gt;
:I&#039;ll ask Jo5hua (current site admin) about it since I dont&#039; have any skills related to this issue :) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 18:00, 31 January 2017 (UTC)&lt;br /&gt;
::Much appreciated. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 20:41, 31 January 2017 (UTC)&lt;br /&gt;
: Hey Hobbes, while you&#039;re at it, do you think you could propose installing [https://www.mediawiki.org/wiki/Extension:CSS the MediaWiki CSS extension]? It allows for inclusion of complete style sheets &#039;&#039;and&#039;&#039; inline css, which could prove useful for pages where specific css is repeated. If need be (e.g. if it conflicts with the NewCSS extension) I can easily go over the wiki and convert any markup that uses the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;css&amp;gt;&amp;lt;/css&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; tags (though as far as I can tell, NewCSS is broken, since I can&#039;t successfully add any CSS to a page with it and have the preview come back). (Edit: And take a look at [https://www.mediawiki.org/wiki/Extension:WhiteSpace WhiteSpace] too if possible. Sorry for asking for so much, but both would eliminate some major headaches for me.)  --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 07:55, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any word on this? If it&#039;s easier, there&#039;s [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css#295808 a slightly more straightforward solution.] Assuming you guys are okay with creating another group and handing me those permissions to edit the site&#039;s CSS (I promise to test thoroughly first; that&#039;s the primary reason I&#039;m asking for user CSS to be enabled).&lt;br /&gt;
&lt;br /&gt;
To summarize what I&#039;ve asked for (in order of importance) for the sake of anyone reading:&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Manual:$wgAllowUserCss Ability to use own user-specific CSS.] Editing one&#039;s own CSS (e.g. [[Special:MyPage/vector.css]] ) isn&#039;t the issue. It being active needs to be enabled by the server admin. (see: [https://www.mediawiki.org/wiki/Manual:$wgGroupPermissions $wgGroupPermissions] and [https://meta.wikimedia.org/wiki/Help:User_style User style])&lt;br /&gt;
* [https://stackoverflow.com/questions/161747/how-to-allow-mediawiki-logged-user-to-edit-common-css Permissions to edit site CSS.]&lt;br /&gt;
* Depreciate [https://www.mediawiki.org/wiki/Extension:NewPageCSS Extension:NewPageCSS] and install [https://www.mediawiki.org/wiki/Extension:CSS Extension:CSS]. This is for several reasons.&lt;br /&gt;
: 1. Extension:NewPageCSS tags don&#039;t work. If added to a page with valid CSS in them, the server will not respond when the edit is submitted (not even a response error code; it just dies). (Edit: Well this &#039;&#039;was&#039;&#039; what was happening to me. They seem to be working now. Not idea why. In any case there are only three pages that use the extension right now, and Extension:CSS provides both transclusion of entire style sheets as well as parsing CSS inline.)&lt;br /&gt;
: 2. Extension:CSS was updated more recently.&lt;br /&gt;
: 3. Extension:CSS allows inclusion of other style sheets onto a page, which reduces potential repetition for any specialized CSS (it will also almost certainly be more efficient than transcluding a style sheet into the tags from Extension:NewPageCSS and then having it parse it every page load).&lt;br /&gt;
* Install [https://www.mediawiki.org/wiki/Extension:WhiteSpace Extension:WhiteSpace]. This is for my own sanity, but especially for the sanity of anyone looking at template code in the future. Consider the current [http://www.ufopaedia.org/index.php?title=Template:Ability_(LW2)&amp;amp;action=edit source code] of {{tl|Ability (LW2)}}. This will only get &#039;&#039;more&#039;&#039; complicated if/when I add interactivity via CSS.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t convinced this is a good idea, I&#039;ve made [https://jsfiddle.net/Tvol/bxjqzah3/ a fiddle] (and [https://jsfiddle.net/Tvol/w9djepcv/ another based on Mavoc&#039;s suggestions]) of  what the Ability template &#039;&#039;could&#039;&#039; look like. There are piles of other changes I would like to make, primarily to reduce duplication of effort. For example, without any default table styles other than .wikitable, changing the colours used requires an ungodly number of style tags. This makes maintenance of these templates much more difficult, and practically speaking, requires editors to be familiar with regexes and have Pywikibot installed to make any general changes to similar elements across the wiki. (It is, in short, a very bad way of doing things. It&#039;s a massive time-sink when building new templates as well because of the inevitable mistakes and bugs that crop-up from constantly repeating the same code.) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 05:58, 5 February 2017 (UTC)&lt;br /&gt;
:I&#039;m not skilled to decide if this is a good idea from the technical side of the wiki, I&#039;m just forwarding your request to the appropriate person :) I got word back from Jo5hua, he thinks that there might be security issues with allowing what you&#039;re suggesting. Could you clarify this issue better? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:42, 5 February 2017 (UTC)&lt;br /&gt;
::OK, it&#039;s better if you just talk to Jo5hua directly on Skype. His Skype address is joshua.dominguez [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 16:42, 5 February 2017 (UTC)&lt;br /&gt;
:::Okie dokie; I&#039;ve added him as a contact on Skype. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 03:38, 6 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ADVENT Warden ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think it&#039;s called an ADVENT Warden, but I have definitely seen that unit without having ABA installed. It probably has a different name, and it appeared during a mission to liberate a region, providing bonuses like Fire Discipline to allies.&lt;br /&gt;
:That unit is the Advent General (and there are two versions of it on LW2, one red and the other black) [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:03, 2 February 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long War of the Chosen ==&lt;br /&gt;
&lt;br /&gt;
Hi, not sure if this is the right place to ask, but [[Long_War_of_the_Chosen|Long War of the Chosen]] recently released its 1.0 version, complete with an official [https://steamcommunity.com/sharedfiles/filedetails/?id=2683996590 Steam Workshop release]. I was wondering if now would be a good time to add LWOTC to the list of Featured Projects on Ufopaedia&#039;s sidebar, since it seems LWOTC is what most people will be playing from now on if they wish to experience the most up-to-date version of Long War for XCOM 2.&lt;br /&gt;
&lt;br /&gt;
Just a disclaimer: I am not an official representative of the LWOTC team, but I&#039;ve been actively involved with the discord community for over a year and currently am one of the few active editors for the LWOTC part of Ufopaedia. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 22:33, 26 December 2021 (CET)&lt;br /&gt;
:There are two issues regarding your suggestion:&lt;br /&gt;
::1) How much of a difference there is between LWOTC and LW2? You&#039;re porting War of the Chosen to LW2, and the question is if it wouldn&#039;t make more sense to add a LWOTC section to LW2, otherwise you&#039;ll be replicating naerly all of the existing info of LW2?&lt;br /&gt;
::2) If mod projects are added to the Featured Projects sidebar, then that list is gonna get pretty huge in no time, specially with the mods for OpenXcom. Long War was added because it became an semi-official expansion of Enemy Unknown, specially after Firaxis commissioned Pavonis to develop LW2. UFO2000 and UFO:AI are now dead but still playable projects and they wanted to remake the entire game. And OpenXcom and OpenApoc are clones of the original games that add a ton of new features. What does LWOTC exactly add that is new from LW2 or WotC like the existing projects? &lt;br /&gt;
:Finally, the UFOPaedia has always been about XCom and its games. It&#039;s not to publicize mod or fan projects, although those will always have a place here if they need a wiki because this is a fan project too but it doesn&#039;t need them. And if it became a place to publicize personal work, then it wouldn&#039;t be very effective because there&#039;s a ton of projects that could be added to the Featured Projects section (including a couple of my own personal ones) and they would be all competing for attention. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 05:33, 2 January 2022 (CET)&lt;br /&gt;
::First off, thanks for replying! I wasn&#039;t sure if anybody still uses talk pages.&lt;br /&gt;
&lt;br /&gt;
::Secondly, let me try to answer your questions:&lt;br /&gt;
&lt;br /&gt;
::Throughout 3 years of development by a team of multiple experienced developers (e.g. [https://github.com/pledbrook The Peter], [https://github.com/Grobobobo Grobobobo] and [https://github.com/GafrieGithub Amnesieri]), LWOTC has shifted away from just porting WOTC content to LW2 and for the last year or two focused more on either adding its own content or heavily reworking existing content.&lt;br /&gt;
&lt;br /&gt;
::Just to name a few things:&lt;br /&gt;
::Every vanilla LW2 class now has a list of randomly selected perks (&amp;quot;XCOM row perks&amp;quot;, in addition to their regular, &amp;quot;main tree&amp;quot; perks) that are tailored for that specific class instead of using a bunch of generic perks for nearly every class like LW2 did (which also means &#039;&#039;&#039;lots&#039;&#039;&#039; of new perks got added - over 100! All carefully balanced throughout a year of playtesting and constant balance patches);&lt;br /&gt;
&lt;br /&gt;
::The Chosen are of course a huge deal in LWOTC and got such a major rework compared to WOTC that they&#039;re nearly unrecognizable mechanically, appearing much less frequently but having a truly boss-like set of abilities and mechanics that make even the most experienced players have to prepare well in advance for every retaliation mission;&lt;br /&gt;
&lt;br /&gt;
::The addition and then complete reworking of the Hero classes from WOTC is a huge gamechanger. The three new classes got major overhauls compared to their WOTC counterparts - instead of being built around shallow &amp;quot;perk stacking&amp;quot; where you eventually just get every single perk on every single Hero, they now have mutually exclusive perks at every rank like every normal class, and those perks are now individually much more interesting, allowing for great build variety for every Hero class (for example, a Reaper in vanilla could pretty much only be built as a &amp;quot;shooty scout&amp;quot; - in LWOTC, they can now be based around either shooting, using explosives or throwing knives [which are completely new items in LWOTC]);&lt;br /&gt;
&lt;br /&gt;
::Various WOTC enemies were added while making sure they are much less exploitable (e.g. various new types of The Lost, all of which can now climb walls [which prevents blocking them via ladders], modified versions of Purifiers, Spectres and Priests), the stats and AIs of many existing LW2 enemies got reworked (e.g. Mutons had their damage nerfed, but now can&#039;t be permanently locked in place with [[Perk_List_(LWOTC)#Combatives|Combatives]], Najas now can&#039;t shoot while unactivated, Sectopods now don&#039;t use lightning field in the middle of nowhere, large enemies now can&#039;t be Stasis&#039;d, etc.);&lt;br /&gt;
&lt;br /&gt;
::New missions based on WOTC content were added, namely rebalanced versions of Chosen Citadel Assault, Chosen Avenger Assault, Covert Action Ambush and a new type of Smash n&#039; Grab;&lt;br /&gt;
&lt;br /&gt;
::Several &amp;quot;normal&amp;quot; perks (I&#039;m currently counting at least 14) got rebalanced, while the entire Psi perk tree got completely reworked with new abilities and major changes to existing ones;&lt;br /&gt;
&lt;br /&gt;
::Many new items got added, including some ported from WOTC (such as rebalanced versions of the weapons you get after ultimately defeating each Chosen), and some third tier weapons (sawed-off shotguns, grenade launchers, knives) got added for weapons that only had 2 tiers in LW2. Some existing items and weapons got rebalanced as well;&lt;br /&gt;
&lt;br /&gt;
::The research tree had certain research projects changed to use more appropriate corpse types (and of course new research projects got added for new items), and the alien corpse economy got smoothed out thanks to the addition of aliens now appearing on rendezvous missions;&lt;br /&gt;
&lt;br /&gt;
::Various quality of life changes are now part of the game, such as circles for indicating [[Perk_List_(LWOTC)#Close_Combat_Specialist|Close Combat Specialist]] range, easier access to the Haven Management screen, being able to see the exact stats and abilities of enemies by pressing F1, indicators for which missions are part of Liberation chains and which give you facility leads, a confirmation that makes sure you don&#039;t accidentally skip Retaliations, a button for easily editing a Haven Adviser&#039;s loadout, and much more;&lt;br /&gt;
&lt;br /&gt;
::The introduction of a reworked Covert Action system, with core elements from WOTC but various major balance changes and additions (e.g. the addition of a failure chance, the removal of infinite stat stacking, and the addition of several new types of Covert Actions);&lt;br /&gt;
&lt;br /&gt;
::Several major bugfixes to longstanding LW2 bugs, including things like infinite exp farming with Wet Work, multiple Officer perks straight up not working at all (e.g. Infiltrator and Fire Discipline doing nothing), maximum Faceless limit in havens not working, enemies with Close Combat Specialist not taking the appropriate shots, etc.;&lt;br /&gt;
&lt;br /&gt;
::The addition of several tutorial pop-ups, explaining various things that LW2 didn&#039;t tell you (such as new enemy types and haven management), as well as additional tutorials for LWOTC-exclusive content (such as The Chosen and what to expect from their reworks);&lt;br /&gt;
&lt;br /&gt;
::And of course, I need to mention that LWOTC is still in active development, even with the 1.0 release already on Steam Workshop and [https://puu.sh/IA0Ef/13370864c0.png tens] [https://puu.sh/IA0En/fd49bf352f.png of thousands] of players within just the last year or so. Current plans include major overhauls to even more LW2 mechanics, such as completely changing how rebel jobs work and altering the conditions for triggering retaliations.&lt;br /&gt;
&lt;br /&gt;
::Finally, I&#039;d just like to say that having LWOTC on the sidebar is by no means something that only &#039;&#039;I&#039;&#039; would want - we as a community (including prominent LWOTC youtubers/streamers such as [https://www.youtube.com/c/DerAva/videos DerAva] and [https://www.twitch.tv/akaillogical akaillogical] and modders like [https://steamcommunity.com/id/kiruka/myworkshopfiles/ Kiruka] and [https://steamcommunity.com/profiles/76561198138719639/myworkshopfiles/ kdm2k6]) would benefit from having an easy-to-access section for LWOTC, which would make sure that the newbies we are trying to help aren&#039;t erroneously getting knowledge about LWOTC from various outdated LW2 sources. [[User:Meatninja|Meatninja]] ([[User talk:Meatninja|talk]]) 16:05, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
:::Well, just downloaded and run LWOTC and it&#039;s a mod for LW2. LW2 introduced new enemies, missions, classes, weapons and expanded the strategic layer of X2, so it&#039;s an expansion. While in LWOTC nearly all of the changes are getting things to work together, QoL and bug fixing - I barely could find anything actually new being added other than 3 psi perks. It involves a lot of work for sure, but it&#039;s a mod of an expansion (LW2) using elements of another expansion (WOTC) - it doesn&#039;t add anything new that isn&#039;t already on both, it merely gets everything to combine together as your long description made clear. &lt;br /&gt;
:::Second, as I said, the UFOPaedia focus on its nearly 20 years of existance has been on the original games - a group of XCom fan(atic)s decided one day that it would be nice to have a wiki to compile everything we knew about the games to help us play and enjoy them. So we don&#039;t really cared about publicity or monetizing the wiki (which is why it&#039;s ad free, unlike other wikis) because we like it focused on the games. &lt;br /&gt;
:::Now, you have thousands of players and known streamers to this mod project? Good for you but that&#039;s not our target audience. We do not need these XCom fan projects for the UFOPaedia to exist because this is its own fan project. There&#039;s always space available if a fan project needs a subwiki, and a few of those even decided later to have their own wiki and stopped updating their subwikis on the UFOPaedia. So, if you decide to go that way, it wouldn&#039;t affect the UFOPaedia at all.&lt;br /&gt;
:::Finally, this discussion already took place a year ago on the [[Talk:Main Page]] regarding Long War Rebalance and Piratez and the points presented there are still the same. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 21:16, 2 January 2022 (CET)&lt;br /&gt;
&lt;br /&gt;
==Thumbnail==&lt;br /&gt;
Hey Hobbes! I seem to be having a problem with some image uploads. Thumbnails don&#039;t appear with the upload and I get an error meassage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Error creating thumbnail: /bin/bash: warning: setlocale: LC_ALL: cannot change locale (en_US.utf8) /bin/bash: line 1: /usr/local/bin/convert: No such file or directory Error code: 127&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
and as an example of some pics that don&#039;t have thumbs (eg: goodfriend):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
https://www.ufopaedia.org/index.php/Special:Log/upload&lt;br /&gt;
&lt;br /&gt;
I&#039;m at a loss to why larger images don&#039;t generate thumbs, but small .pngs will do so. Is there any setting on my computer that I should change or any suggestion? &lt;br /&gt;
 &lt;br /&gt;
Thankyou!&lt;br /&gt;
&lt;br /&gt;
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
: I&#039;m having the same problem - I wanted to reduce the size of the images near the end of the [[Megaspawn]] page but it just gives me the same error when I try to do it. I&#039;m not sure, but it seems to be affecting images that have been uploaded recently - older images appear to work fine. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 14:10, 9 August 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[User:Horace vr|Horace vr]] ([[User talk:Horace vr|talk]]) 13:40, 4 February 2023 (CET)&lt;br /&gt;
: Have you guys found any solution to this ?&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A Solution?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The problem seems to be using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|thumb|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option in the &#039;&#039;image command line&#039;&#039;. I have found that using &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;|frame|&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; option instead will allow the pic to be inside a box. eg:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|frame|left|THIS PIC is using &amp;quot;frame&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
The following pic is:&lt;br /&gt;
&amp;lt;br clear=all&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[Image:Facil-Build2x2-(Apocalypse).png|thumb|left|THIS PIC is using &amp;quot;thumb&amp;quot;]]&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Use frame instead of thumb! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 12:44, 2 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== its about something new ==&lt;br /&gt;
&lt;br /&gt;
its about something new since 10 years &lt;br /&gt;
started here https://www.strategycore.co.uk/forums/forum/96-ufopaediaorg/&lt;br /&gt;
i dont have time for testing pages etc&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121866</id>
		<title>Talk:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121866"/>
		<updated>2025-04-29T22:57:11Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need to convert XCOM Wikia links to UFOPaedia ones? It&#039;s better to write your own material than to be copying stuff from one wiki to the other. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:11, 11 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyway i add some infoboxes to XCOM 2 enemies  ==&lt;br /&gt;
&lt;br /&gt;
Anyway i add some infoboxes to XCOM 2 enemies pages with stats its just copy game info)&lt;br /&gt;
&lt;br /&gt;
Links like ADVENT Priest and Resistance Factions and The Chosen need a (WotC) beside them like Res. Ring. -EH YOUUU 2, 3/June/2024, 22:24.&lt;br /&gt;
&lt;br /&gt;
== basically no need make so many double pages  ==&lt;br /&gt;
&lt;br /&gt;
we just can all move to up to date page https://www.ufopaedia.org/index.php?title=Long_War_of_the_Chosen&lt;br /&gt;
coz no one need old info and no one play in pure xcom2&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121865</id>
		<title>Talk:XCOM 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XCOM_2&amp;diff=121865"/>
		<updated>2025-04-29T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;Makus: /* basically no need make so many double pages  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you need to convert XCOM Wikia links to UFOPaedia ones? It&#039;s better to write your own material than to be copying stuff from one wiki to the other. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:11, 11 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyway i add some infoboxes to XCOM 2 enemies  ==&lt;br /&gt;
&lt;br /&gt;
Anyway i add some infoboxes to XCOM 2 enemies pages with stats its just copy game info)&lt;br /&gt;
&lt;br /&gt;
Links like ADVENT Priest and Resistance Factions and The Chosen need a (WotC) beside them like Res. Ring. -EH YOUUU 2, 3/June/2024, 22:24.&lt;br /&gt;
&lt;br /&gt;
== basically no need make so many double pages  ==&lt;br /&gt;
&lt;br /&gt;
we just can all move to https://www.ufopaedia.org/index.php?title=Long_War_of_the_Chosen&lt;br /&gt;
coz no one need old info and no one play in pure xcom2&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121864</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121864"/>
		<updated>2025-04-29T22:35:28Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Immortal_Commander.jpg|30px|Overview|link=]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:LW SquadIcon1.png|30px|The Avenger|link=]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent council.png|30px|Strategy Layer|link=]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2 UIEvent advent.png|30px|ADVENT|link=]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Reinforcement Pack DLC (XCOM2)|Reinforcement Pack]]&lt;br /&gt;
&lt;br /&gt;
[[Anarchy&#039;s Children DLC (XCOM2)|Anarchy&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Warrior Pack DLC (XCOM2)|Resistance Warrior Pack]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM_2:_War_of_the_Chosen|War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[WotC Tactical Legacy Pack DLC (XCOM2)|WotC - Tactical Legacy Pack]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(XCOM2)&amp;diff=121863</id>
		<title>Mods (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(XCOM2)&amp;diff=121863"/>
		<updated>2025-04-29T22:05:33Z</updated>

		<summary type="html">&lt;p&gt;Makus: Created page with &amp;quot;You can find latest mods for XCOM 2 [https://steamcommunity.com/app/268500/workshop/ here]  And here you find mods [https://steamcommunity.com/workshop/browse/?appid=268500&amp;amp;br...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can find latest mods for XCOM 2 [https://steamcommunity.com/app/268500/workshop/ here]&lt;br /&gt;
&lt;br /&gt;
And here you find mods [https://steamcommunity.com/workshop/browse/?appid=268500&amp;amp;browsesort=trend&amp;amp;section=collections collections]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War_2&amp;diff=121861</id>
		<title>Long War 2</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War_2&amp;diff=121861"/>
		<updated>2025-04-29T21:54:41Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_longwar_01_ALT-1_transparent.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
Welcome to the &#039;&#039;&#039;XCOM2: Long War 2&#039;&#039;&#039; wiki, a part of &#039;&#039;&#039;UFOPaedia.org&#039;&#039;&#039;. Long War 2 is a mod designed by &#039;&#039;&#039;Pavonis Interactive&#039;&#039;&#039; for &#039;&#039;&#039;[[XCOM2]]&#039;&#039;&#039; that introduces many changes, large and small, to the vanilla version of the game. It is longer and more complex than the vanilla version but gives you many more tools to combat the alien threat. &lt;br /&gt;
&lt;br /&gt;
This wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an &#039;&#039;Account&#039;&#039; and &#039;&#039;Edit&#039;&#039; the pages. Please use the &#039;&#039;Talk&#039;&#039; button to discuss any aspects of this wiki. If you want to discuss the mod with its creators, please use the [http://www.pavonisinteractive.com/phpBB3/viewforum.php?f=15 Pavonis Interactive forums].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the original mod for &#039;&#039;&#039;[[Enemy Unknown (EU2012)|XCOM:EU/EW]]&#039;&#039;&#039;, see &#039;&#039;&#039;[[Long War]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===For ported Long War 2 to the &#039;&#039;&#039;War of the Chosen&#039;&#039;&#039; expansion, see &#039;&#039;&#039;[[Long War of the Chosen]]&#039;&#039;&#039;.===&lt;br /&gt;
&lt;br /&gt;
{{:Long War 2 Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
[[Category: Long War 2| ]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121860</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121860"/>
		<updated>2025-04-29T21:52:28Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Reinforcement Pack DLC (XCOM2)|Reinforcement Pack]]&lt;br /&gt;
&lt;br /&gt;
[[Anarchy&#039;s Children DLC (XCOM2)|Anarchy&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Warrior Pack DLC (XCOM2)|Resistance Warrior Pack]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM_2:_War_of_the_Chosen|War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[WotC Tactical Legacy Pack DLC (XCOM2)|WotC - Tactical Legacy Pack]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121859</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121859"/>
		<updated>2025-04-29T21:50:27Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Reinforcement Pack DLC (XCOM2)|Reinforcement Pack]]&lt;br /&gt;
&lt;br /&gt;
[[Anarchy&#039;s Children DLC (XCOM2)|Anarchy&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Warrior Pack DLC (XCOM2)|Resistance Warrior Pack]]&lt;br /&gt;
&lt;br /&gt;
[[WotC DLC (XCOM2)|War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[WotC Tactical Legacy Pack DLC (XCOM2)|WotC - Tactical Legacy Pack]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121858</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121858"/>
		<updated>2025-04-29T21:50:03Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Reinforcement Pack DLC (XCOM2)|Reinforcement Pack]]&lt;br /&gt;
&lt;br /&gt;
[[Anarchy&#039;s Children DLC (XCOM2)|Anarchy&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Warrior Pack DLC (XCOM2)|Resistance Warrior Pack]]&lt;br /&gt;
&lt;br /&gt;
[[WotC DLC (XCOM2)|War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[WotC Tactical Legacy Pack DLC (XCOM2)|War of the Chosen - Tactical Legacy Pack]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121857</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121857"/>
		<updated>2025-04-29T21:49:36Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Reinforcement Pack DLC (XCOM2)|Reinforcement Pack]]&lt;br /&gt;
&lt;br /&gt;
[[Anarchy&#039;s Children DLC (XCOM2)|Anarchy&#039;s Children]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Warrior Pack DLC (XCOM2)|Resistance Warrior Pack]]&lt;br /&gt;
&lt;br /&gt;
[[WotC DLC (XCOM2)|War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[WotC Tactical Legacy Pack DLC (XCOM2)|War of the Chosen - Tactical Legacy Pack]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121856</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=121856"/>
		<updated>2025-04-29T21:35:54Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot;&lt;br /&gt;
|- {{stdTable Heading}} style=&amp;quot;color:#13d0ca!important;background:#000!important;&amp;quot;&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM 2: War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;[[Avenger (XCOM2)|The Avenger]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Commander&#039;s Quarters (XCOM2)|Commander&#039;s Quarters]]&lt;br /&gt;
&lt;br /&gt;
[[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
[[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
[[GTS (XCOM2)|Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
[[Psionic Labs (XCOM 2)|Psionic Labs]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance Ring |Resistance Ring (WotC)]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] &#039;&#039;&#039;[[Soldiers (XCOM2)|Soldiers]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[File:Slash.png|20px]] [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk runandgun.png|20px]] [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
[[File:UIPerk aidprotocol.png|20px]] [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
&lt;br /&gt;
[[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
&lt;br /&gt;
[[SPARK (XCOM2)|SPARK]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (XCOM2)|Heroes]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Arsenal&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Armor (XCOM2)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;[[Resistance Factions]]&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Reapers (XCOM2)|Reapers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skirmishers (XCOM2)|Skirmishers]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Templars (XCOM2)|Templars]]&lt;br /&gt;
|- &lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;ADVENT Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien &amp;amp; ADVENT Life Forms]]&lt;br /&gt;
:[[The Chosen (XCOM2)|The Chosen]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (EU2012).png|30px]] &#039;&#039;&#039;Strategy &amp;amp; Tactics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
: [[Continent Bonus (XCOM 2)|Continent Bonus]]&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (EU2012).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Finances (XCOM2)|Finances / Resistance Contacts]]&lt;br /&gt;
&lt;br /&gt;
[[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
[[XCOM Substack Posts (XCOM2)|XCOM Substack Posts]] &lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (EU2012).png|30px]] &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Alien Hunters DLC (XCOM2)|Alien Hunters]]&lt;br /&gt;
&lt;br /&gt;
[[Shen&#039;s Last Gift DLC (XCOM2)|Shen&#039;s Last Gift]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:ABILITY LEAD BY EXAMPLE (EU2012).png|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (EU2012).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_of_the_Chosen| Long War of the Chosen]]&lt;br /&gt;
&lt;br /&gt;
[[Long_War_2| Long War 2]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121850</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121850"/>
		<updated>2025-04-29T14:39:28Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
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&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
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: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
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&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer &amp;lt;br&amp;gt;strategy game series introduced in 1994 by MicroProse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|15px]] [[File:Head red.png|15px]] [[File:Head red.png|15px]]&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
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! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121792</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121792"/>
		<updated>2025-04-27T19:55:38Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;background: #000;border-radius: 7px 0 7px 0;color:#49BCB5;border:1px solid #49BCB5;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;background: #000;text-transform:uppercase; border-radius: 7px 0 7px 0;color:#49BCB5;font-weight: 700;font-size: 1em;line-height: 1.5em;padding: 15px 30px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:51%;border-bottom:1px solid #49BCB5;padding:0 0 15px&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;max-width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#49BCB5;font-weight: 900; &amp;quot;&amp;gt;Welcome to UFOpaedia.org!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;border-bottom:1px solid #49BCB5;padding:0 0 15px&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[TFTD | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Terror from the Deep&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Apocalypse | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Apocalypse&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Spin-Offs|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Spin-Offs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;border-bottom:1px solid #49BCB5;padding:0 0 15px&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[Enemy Unknown (2012)|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ XCOM: Enemy Unknown (2012)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{| style=&amp;quot;width:100%;color:#ddd;font-weight: 400;font-size: 1em;line-height: 1.5em;padding:0 30px 15px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:51%;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;UFOPEDIA:ORG&amp;quot; ABOUT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;max-width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:95%;text-transform:none;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer &amp;lt;br&amp;gt;strategy game series introduced in 1994 by MicroProse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        UFOpaedia descr ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:48%; font-size:95%;font-style:italic;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121791</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121791"/>
		<updated>2025-04-27T18:14:36Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;background: #000;text-transform:uppercase; border-radius: 7px 0 7px 0;color:#49BCB5;border:1px solid #49BCB5;font-weight: 700;font-size: 1em;line-height: 1.5em;padding: 15px 30px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:51%;border-bottom:1px solid #49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;max-width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#49BCB5;font-weight: 900; &amp;quot;&amp;gt;Welcome to UFOpaedia.org!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;border-bottom:1px solid #49BCB5;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[TFTD | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Terror from the Deep&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Apocalypse | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Apocalypse&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Spin-Offs|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Spin-Offs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;border-bottom:1px solid #49BCB5;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[Enemy Unknown (2012)|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ XCOM: Enemy Unknown (2012)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121790</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121790"/>
		<updated>2025-04-27T17:56:39Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;background: #000;text-transform:uppercase; border-radius: 7px 0 7px 0;color:#49BCB5;border:1px solid #49BCB5;font-weight: 700;font-size: 1em;line-height: 1.5em;padding: 15px 30px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border-bottom:1px solid #49BCB5;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:51%;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;max-width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#49BCB5;font-weight: 900; &amp;quot;&amp;gt;Welcome to UFOpaedia.org!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[TFTD | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Terror from the Deep&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Apocalypse | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Apocalypse&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Spin-Offs|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Spin-Offs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[Enemy Unknown (2012)|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ XCOM: Enemy Unknown (2012)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121789</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121789"/>
		<updated>2025-04-27T17:34:05Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;background: #000;text-transform:uppercase; border-radius: 7px 0 7px 0;color:#49BCB5;border:1px solid #49BCB5;font-weight: 700;font-size: 1em;line-height: 1.5em;padding: 15px 30px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:51%;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#49BCB5;font-weight: 900; &amp;quot;&amp;gt;Welcome to UFOpaedia.org!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[TFTD | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Terror from the Deep&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Apocalypse | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Apocalypse&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Spin-Offs|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Spin-Offs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:75%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[Enemy Unknown (2012)|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ XCOM: Enemy Unknown (2012)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121788</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=121788"/>
		<updated>2025-04-27T17:31:10Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;!--        BANNER ACROSS TOP OF PAGE        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;background: #000;text-transform:uppercase; border-radius: 7px 0 7px 0;color:#49BCB5;border:1px solid #49BCB5;font-weight: 700;font-size: 1em;line-height: 1.6em;padding: 15px 30px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:51%;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        &amp;quot;WELCOME TO UFOPEDIA:ORG&amp;quot; AND ARTICLE COUNT        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:280px; border:none; background:none;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:280px; text-align:center; white-space:nowrap; color:#49BCB5;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#49BCB5;font-weight: 900; &amp;quot;&amp;gt;Welcome to UFOpaedia.org!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em; font-size:85%;text-transform:none;&amp;quot;&amp;gt;Your &#039;&#039;&#039;X-COM&#039;&#039;&#039; Wiki featuring [[Special:Statistics|{{NUMBEROFARTICLES}}]] articles and [[Special:Statistics|{{NUMBEROFUSERS}}]] users.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        GAME LIST ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:95%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[XCOM | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ UFO: Enemy Unknown (1994)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[TFTD | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Terror from the Deep&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Apocalypse | &amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Apocalypse&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[Spin-Offs|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ Spin-Offs&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%; font-size:95%;&amp;quot; valign =&amp;quot;top&amp;quot;|&lt;br /&gt;
: [[Enemy Unknown (2012)|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ XCOM: Enemy Unknown (2012)&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[The Bureau: XCOM Declassified|&amp;lt;span style=&amp;quot;color:#49BCB5;text-decoration-color:#49BCB5;&amp;quot;&amp;gt;⭙ The Bureau: XCOM Declassified&amp;lt;/span&amp;gt;]]&amp;lt;br/&amp;gt;&lt;br /&gt;
: [[XCOM2|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM 2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
: [[XCOM: Chimera Squad|&amp;lt;span style=&amp;quot;color:#49BCB5&amp;quot;&amp;gt;⭙ XCOM: Chimera Squad&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        MULTIPLE LANGUAGES BAR                 --&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; font-size:.85em;&amp;quot;&amp;gt;&#039;&#039;In other languages: [[Pagina Principal|Español]], [[Главная страница|Pусский]], [[Page_Principale|Français]], [[메인 페이지|한국어]].&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This site is dedicated to &#039;&#039;[http://en.wikipedia.org/wiki/X-COM X-COM]&#039;&#039;, a computer strategy game series introduced in 1994 by MicroProse.  &lt;br /&gt;
&lt;br /&gt;
This wiki contains a wealth of information including strategy, tactical tips, plus an in-depth look at how the game functions. If you love X-COM and want to contribute, please see the [[UFOpaedia:Community Portal|Community Portal]]. All rookies welcome!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;&#039;&#039;Disclaimer: To be absolutely clear, this site is dedicated to a series of computer games and not to general conspiracy theories regarding UFOs and aliens. &#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!-- Leading br bevore clear=all, Crome (8.0.522.0) misallingment fix. Still needed for some reason. --&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-right:10px;&amp;quot;&lt;br /&gt;
|[[File:Head red.png|30px]] [[File:Head red.png|30px]] [[File:Head red.png|30px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br / style=&amp;quot;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---- XCOM NEWS BOX    ----&amp;gt;&lt;br /&gt;
{| style = &amp;quot;border:1px #aaa solid; width:64%; height:300px; float:left; margin-right:5px; margin-bottom:5px;&amp;quot;&lt;br /&gt;
|- style = &amp;quot;font-weight: bolder; color: white; background: #bbb;&amp;quot;  &lt;br /&gt;
! X-COM News&lt;br /&gt;
|-&lt;br /&gt;
|{{:XCOM_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[XCOM_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- UFOPEADIA NEWS BOX   --&amp;gt;&lt;br /&gt;
{| cellpadding = &amp;quot;2&amp;quot; style=&amp;quot;float: left; border:solid #aaa 1px; font-size:95%; width:35%; text-align:center; margin-bottom:10px;&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} &lt;br /&gt;
! UFOPAEDIA News&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| {{:Ufopaedia_News}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div align=&amp;quot;right&amp;quot;&amp;gt;[[:Ufopaedia_News#Archived News|Archived News]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: left;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:XCOM2_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:Chimera_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:75%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan games&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Fan mods&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc]]&lt;br /&gt;
|-&lt;br /&gt;
| [[UFO:AI]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 50%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Long War]] ([[Enemy Unknown (EU2012)|XCOM]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Long War 2]] ([[XCOM2]])&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=121787</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=121787"/>
		<updated>2025-04-27T16:47:14Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;border-bottom:1px solid #49BCB5; margin: 20px 0;color:#49BCB5;&amp;quot;&amp;gt;Phoenix Point One Year Edition released!&amp;lt;/h4&amp;gt;&lt;br /&gt;
[[File:Phoenix Point Geoscape.png|240px|thumb|Phoenix Point Geoscape]]&lt;br /&gt;
&#039;&#039;&#039; December 8th, 2020&#039;&#039;&#039;&lt;br /&gt;
:*[https://phoenixpoint.info/ Phoenix Point], the successor to the XCom series made by its original creator, Julian Gollop, has just released its one year edition on Steam and other gaming platforms. The player takes control of Phoenix Point, a top secret organization created to deal with extraordinary threats, as it fights the Pandora virus, an alien lifeform that wishes to remake Earth at its own image, while dealing with human factions that also have their own agenda for the future of the planet, in a game heavily influenced by the [https://en.wikipedia.org/wiki/Cthulhu_Mythos Cthulu Mythos]. The game follows the classic 4X (Explore, Expand, Exploit, Exterminate) for its Geoscape layer, with a turn-based combat system situated halfway between the [[XCOM|original game]] and Firaxis&#039; [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Phoenix Point even has its own [http://wiki.phoenixpoint.com/Phoenix_Point_Wiki wiki] and it seems influenced by the UFOPaedia!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4 style=&amp;quot;border-bottom:1px solid #49BCB5; margin: 20px 0;color:#49BCB5;&amp;quot;&amp;gt;&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM: Chimera Squad announced!&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; April 14th, 2020&#039;&#039;&#039;&lt;br /&gt;
:*Firaxis has [https://twitter.com/XCOM/status/1250061590092828678 announced] an upcoming spinoff to the XCOM franchise, &amp;quot;[[Chimera Squad]]&amp;quot;, to be released in April 24th. The events of the game take place 5 years after XCOM 2 and are centered upon the titular multi-species law enforcement unit keeping the peace among the humans and aliens living together in the metropolis known as City 31, as a seeming spiritual successor to X-COM: Apocalypse. The released [https://www.youtube.com/watch?v=39fhpegVBQQ gameplay trailer] reveals that in addition to playable alien squad members, consisting of the Sectoid Verge, the Viper Torque and the Muton Axiom, the game also introduces a Breaching mechanic for setting up an opening surprise attack at the beginning of combat, a Timeline system where the combatants on both sides individually take turns after each other in a fixed, faction-alternating order rather than the entire team acting as once like in previous games, as well as disposable androids to take the place of injured agents on the team roster.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM 2: War Of The Chosen DLC announced!&amp;lt;/span&amp;gt;====&lt;br /&gt;
[[File:War of the Chosen.png|240px|thumb|Reaper Resistance faction]]&lt;br /&gt;
&#039;&#039;&#039; June 12th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has [https://twitter.com/XCOM/status/874313674835415040 announced] &amp;quot;War Of the Chosen&amp;quot; the next XCOM 2 DLC to be released in August 29th. The DLC will introduce several new enemies, including the Chosen, an elite alien team consisting of the Assassin, the Hunter and the Warlock tasked with recapturing the XCOM commander, along with ADVENT&#039;s new Purifier and Priest units. As for XCOM, there will be 3 new classes, Reaper, Skirmisher and Templar representing Resistance factions that you&#039;ll need to recruit to your cause. And finally, the Lost will be introduced, which consist of mutated humans who dwell in the ruins of Earth&#039;s cities that were destroyed in the initial invasion. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM 2: The Real War Begins teaser&amp;lt;/span&amp;gt;====&lt;br /&gt;
&#039;&#039;&#039; June 11th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* [https://twitter.com/XCOM/status/872815512656412672 XCOM]&#039;s Twitter account has just posted a poster teaser for XCOM 2: The Real War Begins, the expected expansion to Firaxis&#039; latest release in the XCOM series. Details of the new expansion will be [http://www.pcgamer.com/2k-and-firaxis-to-present-at-the-pc-gaming-show-at-e3/ revealed] next Monday, June 12th at the E3 convention.&lt;br /&gt;
&#039;&#039;&#039; January 20th, 2017&#039;&#039;&#039;&lt;br /&gt;
:* [http://www.pavonisinteractive.com Pavonis Interactive], formerly Long War Studios, has released a new version of its famous [[Long_War|Long War]] mod for XCOM 2. Long War 2 adds several new classes, equipment, research, aliens, missions and more, while increasing the duration of the game. Long War 2 can be downloaded through the Steam Workshop [https://steamcommunity.com/sharedfiles/filedetails/?id=844674609 page].&lt;br /&gt;
&#039;&#039;&#039; November 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;U.S. advanced research organization [https://www.nasa.gov/feature/goddard/2016/nasa-s-navcube-could-support-an-x-ray-communications-demonstration-in-space-a-nasa-first accidentally reveals XCOM device&#039;&#039;&#039;.] Researchers admit they, quote, &amp;quot;need more support to complete the XCOM package&amp;quot;. [[Council_of_Funding_Nations]] advises NASA to use cover story in hopes of keeping invasion secret.  :)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; June 11th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* Steam have a one third off weekend special on XCOM 2 this weekend. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM2_Sectopod.png|240px|thumb|XCOM 2 Arrives]]&lt;br /&gt;
&#039;&#039;&#039; February 4th, 2016&#039;&#039;&#039;&lt;br /&gt;
:* It is now possible to start the preload of XCOM 2 through Steam (~24.6 Gb download). Firaxis has already [http://steamcommunity.com/games/268500/announcements/detail/843665914362353836 announced] the release schedule for the different regions and has made available the ingame characters of the Development team for use in XCOM 2&#039;s Character Pool. Several reviews have been already released on the major gaming sites - some spoilers might be included on those, read at your own risk. Good luck commanders. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:XCOM 2 Retaliation.png|240px|thumb|XCOM 2 - Join Us Or Become Them]]&lt;br /&gt;
&#039;&#039;&#039; December 12th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The Official [[XCOM2|XCOM 2]] &amp;quot;Retaliation&amp;quot; trailer has been released. You can check the video [https://www.youtube.com/watch?v=j0qHZG1-rEg here] and for more ingame action, you can check Beaglerush&#039;s XCOM 2 gameplay videos: [https://www.youtube.com/watch?v=I9vG-N0ILB0 War Hand], [https://www.youtube.com/watch?v=JT_0gsOmsQE Blacksite] and [https://www.youtube.com/watch?v=5X1Tfx_TM38&amp;amp;feature=youtu.be Legendary War Hand]. XCOM 2 will be released on February 5th, 2016. &lt;br /&gt;
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]&lt;br /&gt;
&#039;&#039;&#039; September 10th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* [[XCOM2]] has been made available for pre-order on Steam in addition to XCOM: Enemy Unknown being free to play for all users until 10am PT on Sunday, September 13 with a 75% discount for anyone who purchases the game during the same period. This discount also applies to all downloadable content. Like the Elite Soldier Pack that came with pre-orders of Enemy Unknown, XCOM2 pre-orders come with the Resistance Warrior Pack which has more soldier customization options.[http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 7th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&amp;amp;feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM&#039;s Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OpenTFTD Beta Released====&lt;br /&gt;
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]&lt;br /&gt;
&#039;&#039;&#039;August 4th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====XCOM 2 Gameplay Video Released====&lt;br /&gt;
&#039;&#039;&#039;June 16th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.&lt;br /&gt;
&lt;br /&gt;
====XCOM2 confirmed!==== &lt;br /&gt;
&#039;&#039;&#039;June 1st, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].&lt;br /&gt;
&#039;&#039;&#039;May 29th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Two clues at the Advent website have a series of letters that when combined produce &amp;quot;VIGILO CONFIDO&amp;quot;, or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. &lt;br /&gt;
&#039;&#039;&#039;May 27th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called &#039;XCOM-Regular&#039;. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as &#039;we are still watching&#039;. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details.&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 21st, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company&#039;s 2014 community convention, which took place last month. The panels were called &#039;&#039;Designing the Soldiers in XCOM&#039;&#039;, which was presented by Game Designer Ananda Gupta, and &#039;&#039;The Artwork of XCOM&#039;&#039;, by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis&#039;s Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. &lt;br /&gt;
&#039;&#039;&#039;October 16th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam&#039;s [http://store.steampowered.com/news/14681/ announcement]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 5th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Fantasy Flight Games announced that they&#039;ll be publishing &#039;&#039;XCOM: The Board Game&#039;&#039; on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher&#039;s [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher&#039;s booth on Gen Con Indy 2014. &lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Julian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cityscape_(Apocalypse)&amp;diff=121785</id>
		<title>Cityscape (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cityscape_(Apocalypse)&amp;diff=121785"/>
		<updated>2025-04-27T00:59:17Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Cityscape&#039;&#039;&#039; is the city view of [[Mega-Primus]].&lt;br /&gt;
&lt;br /&gt;
Cityscape view is used to run the strategic element of the game via the base management buttons by: managing your bases and personel, sending agents and vehicles to buildings and on other missions, manage inter-organisation relations, view the ingame UFOPedia, start research and manufacturing, view property ownership etc., and all other aspects of the game.&amp;lt;br&amp;gt;&lt;br /&gt;
The Cityscape is played in Real-Time only, as shown by the clock and the natural day-night progression.&amp;lt;br&amp;gt;&lt;br /&gt;
Many things happen within Mega-Primus: vehicles move about the city conducting their business, organisations are making money, research is nearing completion, manufacturing is being completed, agents are training or healing, ...aliens are infiltrating.&amp;lt;br&amp;gt;&lt;br /&gt;
As with all real-time gameplay within the game, time can be paused.&lt;br /&gt;
&lt;br /&gt;
==Cityscape Screen==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_cityscape3d.png|360px|left|Cityscape Isometric Map View]]&lt;br /&gt;
The main part of the screen is occupied by the &#039;&#039;&#039;Cityscape Display&#039;&#039;&#039; and the current view of Mega-Primus on the screen can be moved by scrolling the mouse to the edges of the screen. It is also possible to move around the view using the cursor keys. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Control Panel&#039;&#039;&#039; is divided into four sections: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cityscape Display Options&#039;&#039;&#039; (described below);&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Message Bar&#039;&#039;&#039; (where messages informing you about from events on [[Mega-Primus]] can be consulted);&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Game Time And Time Controls&#039;&#039;&#039;; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Information Panel&#039;&#039;&#039; (where information will be displayed and commands can be given).&lt;br /&gt;
&lt;br /&gt;
There are two views possible on &#039;&#039;&#039;Cityscape Display&#039;&#039;&#039;, &#039;&#039;&#039;Isometric Map View&#039;&#039;&#039; (3D, pictured on the left) and &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; (2D, pictured below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cityscape Display==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_cityscape2d.png|360px|right|Cityscape Overhead Map View]]&lt;br /&gt;
When using the &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; the game use the following symbols:&lt;br /&gt;
:[[Image:Cityscape-Icon-Unit-(Apocalypse).png]] X-COM Unit&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
This is battlescape icon, not cityscape&lt;br /&gt;
:[[Image:Apoc_xcomagenticon.png]] X-COM Agent&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
:[[Image:Apoc_xcomgroundcrafticon.png]] X-COM ground craft&lt;br /&gt;
:[[Image:Apoc_xcomairborneicon.png]] X-COM aircraft&lt;br /&gt;
:[[Image:Apoc_neutralgroundcrafticon.png]] Neutral ground craft&lt;br /&gt;
:[[Image:Apoc_neutralairborneicon.png]] Neutral aircraft&lt;br /&gt;
:[[Image:Apoc_hostilegroundcrafticon.png]] Hostile ground craft&lt;br /&gt;
:[[Image:Apoc_hostileairborneicon.png]] Hostile aircraft&lt;br /&gt;
:[[Image:Apoc_gateicon.png]] Dimension Gate&lt;br /&gt;
&lt;br /&gt;
Also, notice from the picture that X-COM Bases are bordered with a yellow square, while buildings on alert have a red circle around them. Blue lines point to the specific building an agent/craft is travelling to, while white lines show if the destination is a non-building map location. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Overhead Map View&#039;&#039;&#039; allows for a better strategic perspective of the city while the &#039;&#039;&#039;Isometric Map View&#039;&#039;&#039; permits better control of air battles. To see the complete maps of the 5 difficulty levels see [[City Maps (Apocalypse)|City Maps]].&lt;br /&gt;
&lt;br /&gt;
=== Organisations ===&lt;br /&gt;
When in cityscape overhead view and an organisation is selected, their coloured outline of their buildings denotes their attitude towards X-Com. There are five attitude levels:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;HOSTILE&amp;lt;/span&amp;gt; which is a bright red colour.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B22222&amp;quot;&amp;gt;UNFRIENDLY&amp;lt;/span&amp;gt; which is a dark red colour.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF69B4&amp;quot;&amp;gt;NEUTRAL&amp;lt;/span&amp;gt; which is a pink colour.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;FRIENDLY&amp;lt;/span&amp;gt; which is an orange colour.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFA500&amp;quot;&amp;gt;ALLIED&amp;lt;/span&amp;gt; which is a lighter orange colour.&amp;lt;br&amp;gt;&lt;br /&gt;
The two orange colours are very similar.&lt;br /&gt;
&lt;br /&gt;
==Control Panel==&lt;br /&gt;
===Cityscape Display Options===&lt;br /&gt;
* Set Camera Mode, when the display view will follow a selected craft when on Isometric Map View.&lt;br /&gt;
* Switch between Isometric (3D) and Overhead (2D) map views (left picture is Isometric, right is Overhead). &lt;br /&gt;
* Check Alien Infiltration and the Score Graphs.&lt;br /&gt;
* Consult the ingame UFOPedia.&lt;br /&gt;
* Access the Game Options (Sound, Save/Load, etc.).&lt;br /&gt;
&lt;br /&gt;
===Central Information Panel===&lt;br /&gt;
* [[Bases (Apocalypse)|Bases]] Tab - Base construction and management.&lt;br /&gt;
* [[Vehicles (Apocalypse)|X-COM Vehicles]] Tab - Equip and give orders to X-COM craft. &lt;br /&gt;
* [[Agents (Apocalypse)|Agents]] Tab - Equip agents, consult their status and assign them to training/craft. &lt;br /&gt;
* [[Biochemistry]] Tab - Manage your scientists and [[Biochemistry Lab (Apocalypse)|Biochemistry Lab]]s.&lt;br /&gt;
* [[Engineering (Apocalypse)|Engineering]] Tab - Assign engineers and manufacturing orders to your [[Workshop (Apocalypse)|Workshops]].&lt;br /&gt;
* [[Quantum Physics (Apocalypse)|Quantum Physics ]] Tab - Manage your scientists and [[Quantum Physics Lab (Apocalypse)|Quantum Physics Lab]]s.&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Hostile Vehicles]] - Keep track of hostile craft and UFOs.&lt;br /&gt;
* [[Organizations]] - Check your relations and pay money to improve them.&lt;br /&gt;
&lt;br /&gt;
===Message Bar===&lt;br /&gt;
*Read messages, consult the archive message and set message alert options.&lt;br /&gt;
&lt;br /&gt;
===Game Time and Time Controls===&lt;br /&gt;
*Pause/set the speed of the game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* &#039;&#039;&#039;[[Input_Device_Reference_(Apocalypse)|Keyboard &amp;amp; Mouse Commands]]&#039;&#039;&#039;&lt;br /&gt;
* [[Events (Apocalypse)|Cityscape Events]]&lt;br /&gt;
* [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
* [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121710</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121710"/>
		<updated>2025-04-17T13:08:24Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
&lt;br /&gt;
HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
&lt;br /&gt;
== i have OA backups  ==&lt;br /&gt;
&lt;br /&gt;
i have backups .. maybe i can try setup it on some host... Makus&lt;br /&gt;
&lt;br /&gt;
== also spoiler code question ==&lt;br /&gt;
&lt;br /&gt;
ufopaedia have spoiler code ? build in or custom? pls post this code here if so&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121709</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121709"/>
		<updated>2025-04-17T13:05:27Z</updated>

		<summary type="html">&lt;p&gt;Makus: /* also question */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
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== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
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&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
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:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
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:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
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::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
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Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
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Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
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Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
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I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
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HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
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== i have backups  ==&lt;br /&gt;
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i have backups .. maybe i can try setup it on some host... Makus&lt;br /&gt;
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== also question ==&lt;br /&gt;
&lt;br /&gt;
ufopaedia have spoiler code ? build in or custom? pls post this code here if so&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121708</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121708"/>
		<updated>2025-04-17T13:01:58Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
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&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
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Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
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I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
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:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
&lt;br /&gt;
HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
&lt;br /&gt;
== i have backups  ==&lt;br /&gt;
&lt;br /&gt;
i have backups .. maybe i can try setup it on some host... Makus&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121707</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121707"/>
		<updated>2025-04-17T13:01:44Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
&lt;br /&gt;
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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&lt;br /&gt;
==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
&lt;br /&gt;
Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
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::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
&lt;br /&gt;
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
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Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
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:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
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&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
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:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
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Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
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Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
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HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
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== i have backups  ==&lt;br /&gt;
&lt;br /&gt;
i have backups .. maybe i can try setup it on some host... makus&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121706</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=121706"/>
		<updated>2025-04-17T13:01:11Z</updated>

		<summary type="html">&lt;p&gt;Makus: /* i have backups  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;br /&gt;
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:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)&lt;br /&gt;
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== Updates to UBK ==&lt;br /&gt;
Hey, I was looking at your &amp;quot;rewrite&amp;quot; section of the Base Layout Strategy:Talk page.  I noticed that you used &amp;quot;lab&amp;quot;s as the default place holder to indicate any facility.  &lt;br /&gt;
I have the image assets available to create an &amp;quot;empty room&amp;quot; tile that could be added to the UBK if you are interested.  I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. &lt;br /&gt;
[[Template:UBK_Piratez]]  &lt;br /&gt;
&lt;br /&gt;
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)&lt;br /&gt;
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:Well, I didn&#039;t make the UBK - NKF did - so he&#039;d probably be the one to ask. I&#039;m not sure it&#039;d really clear anything up, though; since UBK&#039;s a copy of in-game pics, you&#039;d still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)&lt;br /&gt;
:Fair enough. :)  Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)&lt;br /&gt;
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)&lt;br /&gt;
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== Security Turrets in Alien Dimension (Apoc) ==&lt;br /&gt;
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Hi Magic9mushroom&lt;br /&gt;
&lt;br /&gt;
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape&lt;br /&gt;
These do indeed fire if agents get close on UK CD-ROM (Original release) version&lt;br /&gt;
&lt;br /&gt;
EDIT: These are the turrets...&lt;br /&gt;
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&amp;amp;height=683&lt;br /&gt;
&lt;br /&gt;
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)&lt;br /&gt;
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I guess they have the same flaw as X-com security turrets? I&#039;ve never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)&lt;br /&gt;
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== Zorium and Apoc Power ==&lt;br /&gt;
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i&#039;m including the cut lore&lt;br /&gt;
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered&lt;br /&gt;
I&#039;m trying to think of a way that this can all be incorporated without a long winded explanation&lt;br /&gt;
Will message again when ive had a think&lt;br /&gt;
&lt;br /&gt;
No problem I have adjusted things to be clearer; let me know your thoughts.&lt;br /&gt;
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:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)&lt;br /&gt;
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==The pistol gif==&lt;br /&gt;
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)&lt;br /&gt;
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:I believe you. It&#039;s just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)&lt;br /&gt;
::I’ll try to sent a new Gif of pistol to replace it&lt;br /&gt;
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)&lt;br /&gt;
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== Hi Magic9mushroom i can sand u converted Apoc files  ==&lt;br /&gt;
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Hi Magic9mushroom i can sand u converted Apoc files  &lt;br /&gt;
here https://my-files.su/fyc4xb&lt;br /&gt;
&lt;br /&gt;
== Yes i forgot to say that its graphics ==&lt;br /&gt;
&lt;br /&gt;
Yes i forgot to say that its graphics ...&lt;br /&gt;
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre&lt;br /&gt;
i cant say about psionics for sure...&lt;br /&gt;
&lt;br /&gt;
== Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated ==&lt;br /&gt;
&lt;br /&gt;
Also about Unit Stat Box (EU2012)  that used in XCom2 they became outdated&lt;br /&gt;
so if u can modify them here  good example from &lt;br /&gt;
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit&lt;br /&gt;
&lt;br /&gt;
{{Infobox XCOM2enemy&lt;br /&gt;
|name       = Faceless&lt;br /&gt;
|image      = File:XCOM2_Faceless.png&lt;br /&gt;
|aim        =60/75/75/75 &lt;br /&gt;
|critchance = 0/15/15/15 &lt;br /&gt;
|defense    = 0/0/0/0 &lt;br /&gt;
|health     = 8/10/10/12&lt;br /&gt;
|mobility   = 12/14/14/14 &lt;br /&gt;
|will       = 50/50/70/70 &lt;br /&gt;
|weapon     = Claws (3-4 damage)&lt;br /&gt;
|abilities  =Regeneration, Leap &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== strange beacose i take color samples from apoc game interface ==&lt;br /&gt;
&lt;br /&gt;
strange beacose i take color samples from apoc game interface&lt;br /&gt;
&lt;br /&gt;
== Request - Apoc&#039;d ==&lt;br /&gt;
&lt;br /&gt;
Do you know how whether it&#039;s possible to have an organisation conduct a raid against X-COM using Apoc&#039;d? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes. Savedgames -&amp;gt; desired savegame -&amp;gt; Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.&lt;br /&gt;
&lt;br /&gt;
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that worked fine for a new game, but it doesn&#039;t seem to work when I try it with my existing game that&#039;s currently at Week 6 (I&#039;ve even tried waiting for the next day and there&#039;s still no raid).&lt;br /&gt;
::That aside, I&#039;ve discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to &amp;quot;X-COM&amp;quot; or &amp;quot;Civilian&amp;quot; will get you the &amp;quot;base under attack&amp;quot; screen followed by the time jumping forward straight to the first Alien Alert, while setting it to &amp;quot;Alien&amp;quot; will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)&lt;br /&gt;
:: That doesn&#039;t sound useless, that sounds EXTREMELY FUN!!! ... I&#039;d love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)&lt;br /&gt;
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:Dunno what&#039;s going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn&#039;t seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)&lt;br /&gt;
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== Overspawn Bug Deletion ==&lt;br /&gt;
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is &#039;&#039;&#039;inside&#039;&#039;&#039; the segment. I&#039;m sure this that is a bug in all sense of the word. I request you put that listing back.&lt;br /&gt;
&lt;br /&gt;
Please use a little more caution in future.&lt;br /&gt;
&lt;br /&gt;
:Lolz, ironic echo. Nice.&lt;br /&gt;
&lt;br /&gt;
:More seriously, insofar as the segments are set to be able to be walked through that&#039;s technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb). Just about anything you can fix with Apoc&#039;d is not strictly a bug for this reason (as Apoc&#039;d only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I&#039;ve also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you&#039;d mentioned those buildings rather than ranting about &amp;quot;a big ugly baby&amp;quot; in mainspace I would have been less inclined to just blank it.&lt;br /&gt;
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:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making &#039;&#039;all&#039;&#039; tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)&lt;br /&gt;
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Thanks for the prompt reply. I&#039;ve tried to inject a little humour with that baby reference but this place serious business. Point Noted. &amp;quot;...technically not a bug (the program is doing what it&#039;s told, it&#039;s just told to do something dumb)...&amp;quot; quite so.&lt;br /&gt;
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:It&#039;s not so much that the whole place is super serious - humour&#039;s fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)&lt;br /&gt;
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== Apocalypse question ==&lt;br /&gt;
&lt;br /&gt;
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any &amp;quot;hidden&amp;quot; in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book  makes similar claims. However, from what I&#039;ve observed, I&#039;m 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not a primary code digger. What I do know from Skin36&#039;s work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have &amp;lt;0 relations with the Mutants/SELF.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not aware of any hidden relations effects, besides the ones from factions&#039; (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that&#039;s a &#039;&#039;sui generis&#039;&#039; case). There is, however, the basic principle of Apocalypse relations to consider: &amp;quot;if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A&amp;quot;. This principle, applied over many iterations, &#039;&#039;can&#039;&#039; work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it&#039;s not &#039;&#039;ridiculous&#039;&#039; to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don&#039;t attack people very often. And of course you can&#039;t &#039;&#039;see&#039;&#039; most of the relations grid, and it&#039;s partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)&lt;br /&gt;
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:: Ok, thx. I&#039;ll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book&#039;s claims about the effects of alliances are wrong (and I&#039;ll revert the edit accordingly after I&#039;m reasonably certain).&lt;br /&gt;
:: &amp;lt;s&amp;gt;One more thing I&#039;ve wanted to ask - could you remind me how the game rounds numbers, again? In particular, I&#039;d like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.&amp;lt;/s&amp;gt; Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)&lt;br /&gt;
:: &amp;lt;s&amp;gt;I&#039;ve contacted Filmboy84 via Discord. His info directly contradicts Skin36&#039;s, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It&#039;s apparently modified by your relations with several organizations, both positive and negative.&amp;lt;/s&amp;gt; Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)&lt;br /&gt;
:::Yeah, I did kinda suspect Skin36 knew his stuff; he&#039;s walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Hello==&lt;br /&gt;
If anything is found, please update the page: [[Organizations]]. I&#039;ve just rewrittnen it (removed relations).&amp;lt;br&amp;gt;&lt;br /&gt;
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I&#039;m thinking I might be &#039;stepping on peoples toes&#039; by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you&#039;ve put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Known Bugs (TFTD) ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to try cleaning this page up a bit, if that&#039;s ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)&amp;lt;br&amp;gt;&lt;br /&gt;
1. I&#039;d remove the entire &amp;quot;Exploits&amp;quot; section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you&#039;re doing that, you can just as well simply give yourself a bunch of money instead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. I&#039;m not sure about the &amp;quot;questionable logic&amp;quot; section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.&amp;lt;br&amp;gt;&lt;br /&gt;
3. I&#039;d put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.&amp;lt;br&amp;gt;&lt;br /&gt;
4. &amp;quot;The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)&amp;quot; - As far as I know, it&#039;s not the attack that&#039;s weird, but the graphical presentation, i.e. Deep Ones &#039;&#039;are&#039;&#039; supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?&amp;lt;br&amp;gt;&lt;br /&gt;
5. &amp;quot;&#039;Medic Cannon&#039; - USO being armed with 1/0 weapons, the &#039;weapon&#039; being &#039;medic&#039; shown as a purple rank badge with commander&#039;s chains. with an ammunition capacity of two, but without any rounds for it. (...)&amp;quot; - I assume this is supposed to say &amp;quot;X-COM sub&amp;quot; instead of &amp;quot;USO&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)&lt;br /&gt;
&lt;br /&gt;
: #1 - reasonable. #2 - I think that the &amp;quot;MC works on non-implanted people&amp;quot; thing needs to be explicitly mentioned somewhere (not necessarily this article), and having a single mention of TFTD treating water like air might be reasonable, but hammering it in like that section does is definite overkill. #3 - good. #4 - this doesn&#039;t even seem like a bug to me. #5 - I don&#039;t have information on this. #6 - TFTD Extender isn&#039;t the same as XcomUtil. The &amp;quot;stuck&amp;quot; aliens [[Talk:Artefact_Site|are apparently a thing in vanilla]], but XcomUtil may worsen the chances of them showing up. I know that Sherlock&#039;s route fixes [https://www.strategycore.co.uk/forums/topic/12679-strange-things-in-tftd/ break a lot of maps] (if non-fatally) due to the limits of ROUTES.DAT and the alien spawn algorithm. I&#039;ve never used TFTD Extender so I don&#039;t know if it causes any bugs of its own; I&#039;d suspect mostly not, though, as Tycho has a rather-deep understanding of the X-Com engine to the point of being able to straight-up add functionality. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:39, 9 November 2023 (CET)&lt;br /&gt;
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&lt;br /&gt;
==STOP== &lt;br /&gt;
&lt;br /&gt;
...and if you don&#039;t I make sure you lose you admin status and possibly get banned for vandalism. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
&lt;br /&gt;
:EsTeR, I mentioned that I was intent on reverting a lot of your edits (not all of them; your addition of images in particular is great work, and I intend to preserve the use of all the ones that aren&#039;t duplicative), and intent on using admin powers to make you back off if you attempted an edit war, &#039;&#039;in my request for admin powers&#039;&#039;, because indeed it would have been duplicitous not to. I am not going behind anyone&#039;s back by doing this; I have approval. Feel free to tell whomever you like, but I do not believe you have the ability to carry out your threat.&lt;br /&gt;
&lt;br /&gt;
:You&#039;ve been told by quite a few editors that you were acting unilaterally without regard for consensus. You got as far as you did because the admins were AWOL and nobody had the sheer bloody-mindedness needed to fight an edit war against you. I really, truly &#039;&#039;do not&#039;&#039; want to block you, because you actually do a lot of good work when you are not trying to turn the wiki into a poorly-written strategy guide; as I&#039;ve said in the past, you&#039;re not a troll, and you&#039;re certainly not a spambot. But the buttons are there. I am, seriously, still open to discussion with you about what does and doesn&#039;t work. But you no longer have the ability to just ram things through with brute force when people don&#039;t agree with you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:09, 10 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. The only people I have interacted with since the Apoc section revamp are Magic9mushroom (conflict), Darkpast (conflict), Bard (one revert on the cheats page), Jasonred (banter), Hobbes (praise). And no one else. To claim that quite a few editors have had objections is FALSE. The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast. ...so your are a proven LIAR.&lt;br /&gt;
2. Consensus is why nothing got done. Mainstream wikipedia is now a sad joke of an encylopedia because consensus is preferred over truth. If all the lefty admins agree on something, then thats the &#039;truth&#039;. What happens when their little circle agrees on something even though it is false. ...because consensus makes them feel like they are right. ie: &amp;quot;too many cooks in the kitchen&amp;quot;. This place apoc was templated by me to be (1) uniform, (2) easy to read without novelisation (terse wording and bullet points), (3) removal of vast amounts of repetativeness on multiple pages, (4) removal of simplistic grasp on the english language, (5) massive amount of input with new data and uniform pics.&lt;br /&gt;
3. Like I mentioned. The only two that have had conflict are you and Darkpast because I changed the pages which either of you &#039;last edited by&#039; in the history list. IT IS OBVIOUS without a doubt that you have a had a dummy-spit because you think those pages are the be-end-all-end of finality ...that is why you changed Law Pistol and Chrysalis (and others) back to those last users and destroyed(ing) the flow and uniformness and other aspects as mentioned in the numbered points above. There is nothing wrong with either of those pages, so why did you change them? You haven&#039;t added anything constructive to it but just blantant rollback. eg: on the Chrysalis roll back there is no pics of what the thing looks like on the battlescape? ...so you made the page worse. I don&#039;t own the pages and neither do you - if you change them, ADD information to it to make it better for everyone and don&#039;t just roll back pages, it makes you look petty and gives me concrete proof that you are vandalising the apoc wiki.&lt;br /&gt;
4. I don&#039;t ram things through, I constructively edited (the numbered points above) the whole Apoc section. How can one get concensus of all involved when most are AWOL or disinterested? So without mass approval or agreement nothing gets done! ...and eventually half-arsed repetative articles appear throughout Apoc section without organisation. The -number one- reason did it so for OPENAPOC.&lt;br /&gt;
5. Change the articles as you seem fit to do so but don&#039;t destroy information. Build the pages to be better. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
:&amp;quot;The only to two so that have objections are you and Darkpast because I edited the pages with last edits by you or Darkpast.&amp;quot; - you&#039;re forgetting Gamer500018.&lt;br /&gt;
:I rolled back Lawpistol because you removed the UFOpaedia entry for its clip and because you put in nonsense advice (it is one-handed, so it should always be dual-wielded). I rolled back Chrysalis because you changed all the plurals to &amp;quot;Chrysalises&amp;quot; rather than the correct &amp;quot;Chrysalides&amp;quot;, and because you bizarrely removed the infobox formatting. I did actually miss that I&#039;d removed the battlescape images of Chrysalides; thanks and I&#039;ll re-add those.&lt;br /&gt;
:I do understand the value of uniformity. I&#039;m going to edit &#039;&#039;all&#039;&#039; of the weapon and alien pages back to use infoboxes and (for weapons) the old, cleaner Battlescape images. I&#039;m just not as fast as you, so it&#039;s not done yet. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:33, 13 April 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wrong. the plural is &amp;quot;The plural of chrysalis is chrysalises. Find more words at wordhippo.com&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gamer500018 was a (ex)user on here that made a throwaway account just so they could call me a troll.&lt;br /&gt;
&lt;br /&gt;
Now your nitpicking:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;it is one-handed, so it should always be dual-wielded&amp;quot; Read what the official blurb is. Dual handed? Yeah one could, but be prepared to a backpack full of ammo and playing like that won&#039;t last long since stock levels are low for ammo. Essentially what i wrote. The official wording suggests that it is a back-up weapon, so that wht was I impled in the text.&lt;br /&gt;
&lt;br /&gt;
the &amp;quot;ammunition for law pistol clip&amp;quot;, &amp;quot;the ammuntion for...&amp;quot; etc. etc. official blurb were left out because they are not necessary. It doesn&#039;t add usefulness to the page.&lt;br /&gt;
&lt;br /&gt;
The info-box become large and take up alot of space if you resize the pic to bigger than a postage stamp. The article then has a lot of empty space which is not necessary and a waste of space... and it looks stupid and ametuerish.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know why you are doing it? The Apoc section has only garnered positive comments from /v/ about the layout after I asked people to look at it by using history for each page they look at.  Does it cut your soo deep that I didn&#039;t conform to the hivemind and because I didn&#039;t ask everyone. Are you a....&lt;br /&gt;
&lt;br /&gt;
HOLY SHIT! I just looked up &amp;quot;Magic9mushroom&amp;quot; in google... your an adult and your into that asian pedophilic cartoons? &#039;Aminmey&#039; or something? ... your a borderline pedo mate. FUCK OFF and don&#039;t message me again... and ban me if you want, I&#039;m nevercoming back if this place is associated with filthy degenerates like you.&lt;br /&gt;
&lt;br /&gt;
== i have backups  ==&lt;br /&gt;
&lt;br /&gt;
i have backups .. maybe i can try setup it on some host...&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOpaedia_talk:Community_portal&amp;diff=113923</id>
		<title>UFOpaedia talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOpaedia_talk:Community_portal&amp;diff=113923"/>
		<updated>2023-04-05T15:56:52Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to translate properly? ==&lt;br /&gt;
&lt;br /&gt;
How to translate a page on this wiki and to have 2 versions of one page (one in English and one in Russian) which will be linked together by language selection at the left side?&lt;br /&gt;
I did not find how to do this in Help section. Tried on [[Strength]] and its Russian translation [[Сила]].&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve done a little bit of reading into this matter, and the problem is that the Mediawiki software doesn&#039;t have multi-lingual support built in, and it&#039;s very complicated to set up. It might even require creating separate wikis for all the languages.&lt;br /&gt;
&lt;br /&gt;
: The easiest solution I&#039;ve seen so far unfortunately requires that all the article names are written in the same language (in this case, English), but with a language identifier /fr, /ru, etc after the name. For example, [[Strength/ru]]. To connect the various languages together, a simple template is created which you put at the top of each page that generates the links to all the languages. That is by far the simplest option there is at the moment. However I don&#039;t think that it is the most desirable solution since I think you want the links to be in your native language. &lt;br /&gt;
&lt;br /&gt;
: An alternative to that solution is to manually link the articles together, which would mean more work, but it would achieve the desired effect. -[[User:NKF|NKF]] 22:25, 8 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think that multi-lingual support is a must-have feature. After some local discussion here I think that indeed separate wikis must be created for each language (take en.wikipedia.org and ru.wikipedia.org for example). And that does not seem to be hard: &lt;br /&gt;
::# to create new MySQL database for each language (or to use the original base but add affixes like ru_, es_, fr_), &lt;br /&gt;
::# to configure empty Wikis to connect to that databases, &lt;br /&gt;
::# to configure InterWiki feature of each MediaWiki,&lt;br /&gt;
::# to move existing pages into empty Wikis,&lt;br /&gt;
::# to correct that pages so that they will point to other language versions,&lt;br /&gt;
::# to implement other small things (like appearance of Languages block to the left).&lt;br /&gt;
:: Who is in charge here? Maybe this work worth it? I myself can take the steps number 4 and 5 for Russian wiki.&lt;br /&gt;
:: And yes, user list will be unique for each separate wiki.&lt;br /&gt;
::Fomka 15:03, 9 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: [[User:Pete|Pete]] is the person you need to get in touch with. I actually think it would be a very useful thing, especially for organizational purposes. However what worries me is what impact having 3, 4 or even 5 wikis will have on the server load. -[[User:NKF|NKF]] 00:05, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I just PM&#039;d Fomka via StrategyCore but thought I&#039;d post my thoughts here too. I think that Fomka&#039;s suggestion is the way to do it, despite it meaning that we essentially have two separate wikis. How I would suggest doing it is simply create a copy of this wiki at something like ru.ufopaedia.org but without the content (so basically a blank installation with the X-COM logo at the top-left) and let the Russian users translate it a page at a time.&lt;br /&gt;
&lt;br /&gt;
:::: I did think about making a copy of the content, but then you would have to have a copy of the user accounts as well for certain links to work, and you&#039;d have a copy of the discussions in English as well and all in all it would be easier I think to start out with a blank site and go from there.&lt;br /&gt;
&lt;br /&gt;
:::: My only other concern was that if Russian users create a new page then perhaps some moderators from that wiki should translate the page to English as well. I know that&#039;s a bit crappy, as the Russian users would have to translate any new English pages to the Russian site as well, so they get double the workload, but I&#039;m assuming that a lot of people here can&#039;t translate their content into Russian.&lt;br /&gt;
&lt;br /&gt;
:::: What do you think? It would be easy enough to set up. --[[User:Pete|Pete]] 08:22, 23 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I think that the blank installation is good. The first thing to be posted is the rule &amp;quot;translate new Russian pages into English&amp;quot; on the title page. I think there will be few such pages, because translating into Russian will take the priority for a long time. --Fomka 14:11, 23 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What is the purpose of this page? ==&lt;br /&gt;
&lt;br /&gt;
Seriously, what is the purpose of this page? We&#039;ve used it as a bit of a secondary help page since this wiki was created, and then it changed a bit a few times until it is what it is today, and I still feel like we&#039;re not using it properly. I&#039;m not an avid explorer of other wikis beyond the articles, so it has always been a bit of a mystery to me. Any ideas? -[[User:NKF|NKF]] 00:09, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t really know either, though again I haven&#039;t explored any wikis beyond the articles. [[User:Magic9mushroom|Magic9mushroom]] 00:15, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;If ain&#039;t broken don&#039;t try to fix it&amp;quot;? ;) [[User:Hobbes|Hobbes]] 10:50, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== I think there should be already spoiler code here? Pls write it here ==&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOpaedia_talk:Community_portal&amp;diff=113922</id>
		<title>UFOpaedia talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOpaedia_talk:Community_portal&amp;diff=113922"/>
		<updated>2023-04-05T15:56:32Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to translate properly? ==&lt;br /&gt;
&lt;br /&gt;
How to translate a page on this wiki and to have 2 versions of one page (one in English and one in Russian) which will be linked together by language selection at the left side?&lt;br /&gt;
I did not find how to do this in Help section. Tried on [[Strength]] and its Russian translation [[Сила]].&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve done a little bit of reading into this matter, and the problem is that the Mediawiki software doesn&#039;t have multi-lingual support built in, and it&#039;s very complicated to set up. It might even require creating separate wikis for all the languages.&lt;br /&gt;
&lt;br /&gt;
: The easiest solution I&#039;ve seen so far unfortunately requires that all the article names are written in the same language (in this case, English), but with a language identifier /fr, /ru, etc after the name. For example, [[Strength/ru]]. To connect the various languages together, a simple template is created which you put at the top of each page that generates the links to all the languages. That is by far the simplest option there is at the moment. However I don&#039;t think that it is the most desirable solution since I think you want the links to be in your native language. &lt;br /&gt;
&lt;br /&gt;
: An alternative to that solution is to manually link the articles together, which would mean more work, but it would achieve the desired effect. -[[User:NKF|NKF]] 22:25, 8 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think that multi-lingual support is a must-have feature. After some local discussion here I think that indeed separate wikis must be created for each language (take en.wikipedia.org and ru.wikipedia.org for example). And that does not seem to be hard: &lt;br /&gt;
::# to create new MySQL database for each language (or to use the original base but add affixes like ru_, es_, fr_), &lt;br /&gt;
::# to configure empty Wikis to connect to that databases, &lt;br /&gt;
::# to configure InterWiki feature of each MediaWiki,&lt;br /&gt;
::# to move existing pages into empty Wikis,&lt;br /&gt;
::# to correct that pages so that they will point to other language versions,&lt;br /&gt;
::# to implement other small things (like appearance of Languages block to the left).&lt;br /&gt;
:: Who is in charge here? Maybe this work worth it? I myself can take the steps number 4 and 5 for Russian wiki.&lt;br /&gt;
:: And yes, user list will be unique for each separate wiki.&lt;br /&gt;
::Fomka 15:03, 9 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: [[User:Pete|Pete]] is the person you need to get in touch with. I actually think it would be a very useful thing, especially for organizational purposes. However what worries me is what impact having 3, 4 or even 5 wikis will have on the server load. -[[User:NKF|NKF]] 00:05, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I just PM&#039;d Fomka via StrategyCore but thought I&#039;d post my thoughts here too. I think that Fomka&#039;s suggestion is the way to do it, despite it meaning that we essentially have two separate wikis. How I would suggest doing it is simply create a copy of this wiki at something like ru.ufopaedia.org but without the content (so basically a blank installation with the X-COM logo at the top-left) and let the Russian users translate it a page at a time.&lt;br /&gt;
&lt;br /&gt;
:::: I did think about making a copy of the content, but then you would have to have a copy of the user accounts as well for certain links to work, and you&#039;d have a copy of the discussions in English as well and all in all it would be easier I think to start out with a blank site and go from there.&lt;br /&gt;
&lt;br /&gt;
:::: My only other concern was that if Russian users create a new page then perhaps some moderators from that wiki should translate the page to English as well. I know that&#039;s a bit crappy, as the Russian users would have to translate any new English pages to the Russian site as well, so they get double the workload, but I&#039;m assuming that a lot of people here can&#039;t translate their content into Russian.&lt;br /&gt;
&lt;br /&gt;
:::: What do you think? It would be easy enough to set up. --[[User:Pete|Pete]] 08:22, 23 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I think that the blank installation is good. The first thing to be posted is the rule &amp;quot;translate new Russian pages into English&amp;quot; on the title page. I think there will be few such pages, because translating into Russian will take the priority for a long time. --Fomka 14:11, 23 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What is the purpose of this page? ==&lt;br /&gt;
&lt;br /&gt;
Seriously, what is the purpose of this page? We&#039;ve used it as a bit of a secondary help page since this wiki was created, and then it changed a bit a few times until it is what it is today, and I still feel like we&#039;re not using it properly. I&#039;m not an avid explorer of other wikis beyond the articles, so it has always been a bit of a mystery to me. Any ideas? -[[User:NKF|NKF]] 00:09, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t really know either, though again I haven&#039;t explored any wikis beyond the articles. [[User:Magic9mushroom|Magic9mushroom]] 00:15, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;If ain&#039;t broken don&#039;t try to fix it&amp;quot;? ;) [[User:Hobbes|Hobbes]] 10:50, 15 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I think there should be already spoiler code here? Pls write it here&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=113824</id>
		<title>Credits (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Credits_(OpenApoc)&amp;diff=113824"/>
		<updated>2023-03-27T18:37:38Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the hard-working agents, scientists, engineers, androids and hybrids who have helped.&lt;br /&gt;
&lt;br /&gt;
== OpenApoc Team (WIP) ==&lt;br /&gt;
Lead Team and Developers:&lt;br /&gt;
* [[User:PmProg|PmProg - Marq Watkin]] - Project starter, Framework core, UI framework core, Game UI, FB poster, Youtube channel admin&lt;br /&gt;
* [[User:SupSuper|SupSuper]] - Base management, Tooltips, Fixes, Game UI, Founder OpenXcom, Community &amp;amp; PR&lt;br /&gt;
* [[User:JonnyH|JonnyH - Jonathan Hamilton]] - Fixes, Game UI, AI, Cityscape core, Battlescape, Framework core, Tileengine core, data extraction, image/audio format loaders, UI framework, qt launcher (OpenApoc_Launcher.exe), Windows Git&amp;amp;Appveyor Builds, Domain payer &lt;br /&gt;
* [[User:Istrebitel|Istrebitel]] - Fixes, Game UI, AI, Cityscape, Battlescape core, Framework core, data extraction, Debug system and whole HotKey set (also soldiers equip. HK), Skirmish module,Over 40 Improvements and options interface, Active Videomaker, FB poster&lt;br /&gt;
* [[User:Skin36|Skin36]] - Initial Russian translation, Data extraction, documenting original behaviour, reverse engineering, Researcher&lt;br /&gt;
* [[User:Ivan Shibanov|Ivan Shibanov]] - Fixes, AI, Economics, Diplomatic Rift&lt;br /&gt;
* [[User:redv|redv]] - Many Fixes&lt;br /&gt;
* [[User:FranciscoDA|FranciscoDA]] - Many Fixes, Win installer, &amp;amp; Game UI&lt;br /&gt;
* [[User:FilmBoy84|FilmBoy84]] - Jacob Deuchar - Fixes, Original Game and Original Game Pre-Release Materials archivist and researcher, Modmaker &lt;br /&gt;
* [[User:empty`void|empty`void]] - Many Fixes&lt;br /&gt;
* [[User:Jarskih|Jarskih]] - Many Fixes&lt;br /&gt;
* [[User:Makus|Makus]] - Community &amp;amp; PR, Website (forum) Hosting, Designer,Tranlator Ru, VK group founder (poster), FB page editor, Youtube channel editor&lt;br /&gt;
&lt;br /&gt;
Community:&lt;br /&gt;
&lt;br /&gt;
* [[User:Atrosha|Atrosha]] - Many Fixes, UI of agent characteristics (found dead in 2021: RIP friend)&lt;br /&gt;
* [[User:Blackwolf-Kuzoku|Blackwolf-Kuzoku]] - Initial German translation&lt;br /&gt;
* [[User:Jay Atkinson|Jay Atkinson]] - Small build instructions fix&lt;br /&gt;
* [[User:Kammerer|Kammerer]] - Russian translation, Fonts, Researcher &lt;br /&gt;
* [[User:kkmic|kkmic]] - Build fixes, readme fixes&lt;br /&gt;
* [[User:Przemyslaw Onak|Przemyslaw Onak]] - Saved game &amp;amp; serialization fixes&lt;br /&gt;
* [[User:Roger|Roger]] - Documentation fixes&lt;br /&gt;
* [[User:sfalexrog|sfalexrog]] - Android core, .cue image loader, audio backend core, fixes&lt;br /&gt;
* [[User:SolariusScorch|SolariusScorch]] - Small language fix&lt;br /&gt;
* [[User:Sonicelo|Sonicelo]] - Windows build fixes&lt;br /&gt;
* [[User:sparkstar|sparkstar]] - GameUI fixes&lt;br /&gt;
* [[User:Steve Schnepp|Steve Schnepp]] - Vagrant build&lt;br /&gt;
* [[User:5thAvenue|5thAvenue]] - Initial French translation&lt;br /&gt;
* [[User:Xracer|Xracer]] - Initial Spanish translation&lt;br /&gt;
* [[User:zigmar|zigmar]] - UI Scaling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Community ==&lt;br /&gt;
It&#039;s basically impossible to adequately credit everyone that has laid a hand on an open-source project, so here are the main sources. Rest assured if you helped us, we are thankful for it.&lt;br /&gt;
* [https://github.com/OpenApoc/OpenApoc/graphs/contributors All contributors on GitHub]&lt;br /&gt;
* [https://www.transifex.com/x-com-apocalypse/teams/ All translators on Transifex]&lt;br /&gt;
* [http://openapoc.org/widget-pages/team/ All testers]&lt;br /&gt;
* [# All platform porters]&lt;br /&gt;
* [http://openapoc.org/ All forum members]&lt;br /&gt;
* And the rest of the community at large: Players, fans, press members, let&#039;s players, etc. You know who you are.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Code ==&lt;br /&gt;
* [http://www.libsdl.org SDL2]&lt;br /&gt;
* [http://boost.org Boost]&lt;br /&gt;
* [http://www.nongnu.org/libunwind/download.html Libunwind]&lt;br /&gt;
* [http://glm.g-truc.net GLM]&lt;br /&gt;
* [http://libsmacker.sourceforge.net/ libsmacker]&lt;br /&gt;
* [http://lodev.org/lodepng/ lodepng]&lt;br /&gt;
* [https://github.com/richgel999/miniz miniz]&lt;br /&gt;
* [https://icculus.org/physfs/ physfs]&lt;br /&gt;
* [http://http://pugixml.org/ pugixml]&lt;br /&gt;
* [https://github.com/c42f/tinyformat tinyformat]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;br /&gt;
&lt;br /&gt;
== List for All (WIP you can add your self) ==&lt;br /&gt;
FOUNDER:&lt;br /&gt;
*PmProg&lt;br /&gt;
&lt;br /&gt;
PROGRAMMERS WHO PROGRAMM THINGS:&lt;br /&gt;
*PmProg&lt;br /&gt;
*JonnyH&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Skin36&lt;br /&gt;
*Supsuper&lt;br /&gt;
&lt;br /&gt;
MOD CREATORS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
&lt;br /&gt;
REVERSERS AND RESEARCHERS:&lt;br /&gt;
*Skin36&lt;br /&gt;
*Kammerer&lt;br /&gt;
&lt;br /&gt;
TESTERS:&lt;br /&gt;
*[[FilmBoy84]] - Jacob Deuchar&lt;br /&gt;
*Yataka Shimaoka&lt;br /&gt;
&lt;br /&gt;
TRANSLATORS:&lt;br /&gt;
*5thAvenue&lt;br /&gt;
*Blackwolf-Kuzoku&lt;br /&gt;
*Kammerer&lt;br /&gt;
*Skin36&lt;br /&gt;
*Xracer&lt;br /&gt;
&lt;br /&gt;
COORDINATORS, WRITERS, &lt;br /&gt;
VIDEO MAKERS, REPOSTERS, NEWSMAKERS, HELPERS:&lt;br /&gt;
*Istrebitel&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
MODERATORS, ADMINISTRATORS&lt;br /&gt;
*PmProg&lt;br /&gt;
*Makus&lt;br /&gt;
*SolariusScorch&lt;br /&gt;
*[[FilmBoy84]] - Jacob Deuchar&lt;br /&gt;
&lt;br /&gt;
DESIGNERS, ARTISTS:&lt;br /&gt;
*Makus&lt;br /&gt;
&lt;br /&gt;
== Our resources and managers (WIP you can add your self) ==&lt;br /&gt;
*GitHub: JonnyH, Istrebitel&lt;br /&gt;
*Forum: JonnyH (domain), Makus (hosting and scripts) &lt;br /&gt;
*Facebook: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Youtube: JonnyH (admin), FilmBoy84 (editor), Makus (editor)&lt;br /&gt;
*Reddit: Istrebitel (starter), Makus (editor), FilmBoy84 (editor)&lt;br /&gt;
*Vkontakte: Makus (starter, editor), Kammerer, Skin36, Istrebitel&lt;br /&gt;
*Twitter: Makus&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=What_it_should_be._Design_doc_(OpenApoc)&amp;diff=113823</id>
		<title>What it should be. Design doc (OpenApoc)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=What_it_should_be._Design_doc_(OpenApoc)&amp;diff=113823"/>
		<updated>2023-03-27T13:17:13Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Big Apoc Concept Logo.png|right|260px]]&lt;br /&gt;
{{tocrightsticky}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:-webkit-calc(100% - 20em);width: -moz-calc(100% - 20em);width: -o-calc(100% - 20em);width: calc(100% - 20em);text-align:justify;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background:#121619;color:#939393;font-family: Arial; font-size: 1.2em; border-radius: 5px;&amp;quot;&amp;gt; The purpose of this work is to make OpenApoc more balanced, to provide a variety of interesting gameplay solutions, and to make the game more complex and deep (especially in superhuman and god mode). Balance changes are designed to increase the number of viable strategies in the game, so that one universal set of equipment is not used for each agent and the same tactics in each mission. The document was written without regard to the difficulties of translating such ideas as an attempt to get closer to the ideal. An attempt was also made to develop the theme of the main antagonists of the game. A lot of ideas were borrowed from everywhere, if you find out or want to add your own idea - there is a Discussion. This work is dedicated to fans and developers of OpenApoc and Apoc and all XCom fans in general. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background:#edb500;color:#444444;font-family: Arial; font-size: 1.2em; border-radius: 5px;&amp;quot;&amp;gt; This page is mainly translated from Russian using translator sites and and some parts of the texts is manually edited to make it more clear. Please understand this fact, if you want to correct something, you can write in Discussion&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Big Apoc Concept =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;This a WIP page, please feel free to add your own ideas here or in [[Talk:What_it_should_be._Design_doc_(OpenApoc)|Discussion]]&#039;&#039;&#039;&lt;br /&gt;
* Ⓜ - big changes in the code that require, most likely, a separate mod&lt;br /&gt;
* Ⓒ - functions that were cut from the original or were in the plans&lt;br /&gt;
* Ⓘ - features that have images in ufopedias and in the game and are already imported into OpenApoc but do not have mechanics&lt;br /&gt;
&lt;br /&gt;
= General provisions =&lt;br /&gt;
&lt;br /&gt;
* I must say that in the future some of the original “problems” of the original could have been considered, of course, if not for the premature release of the game.&lt;br /&gt;
* You need to create a simple intro video or a simple LORE Apo slideshow of factions of various types of sentient beings and the struggle between them.&lt;br /&gt;
* You need to create a simple introductory video or a simple slideshow on the basics of tactical combat for task forces. studopedia.info/2-2651.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Menu mechanics =&lt;br /&gt;
&lt;br /&gt;
The ability to arrange vehicles and agents in an order that I choose. I find it ANNOYING that my main team of 18 agents who I hired from the beginning, gets messed up by new hires being inserted between those agents.&lt;br /&gt;
&lt;br /&gt;
=Cityscape gameplay, ballance=&lt;br /&gt;
&lt;br /&gt;
# The armor and durability of UFO vehicles must be doubled - UFOs must pose a real threat and this is better than doubling their numbers.&lt;br /&gt;
# The very first types of UFOs should be types 3 and 4, and types 1 and 2 simply escort them in large quantities.&lt;br /&gt;
# Ⓜ XCOM can execute third-party contracts:&lt;br /&gt;
## reflection of the raid on the building of criminals using alien weapons,&lt;br /&gt;
## raid on clearing a building from a gang using alien weapons,&lt;br /&gt;
## raid on the cleaning up laboratory engaged in research and development of alien weapons&lt;br /&gt;
## capture of the leader of the organization that was captured by aliens (100%) after which you can start reducing the percentage of infiltration by aliens by conducting raids,&lt;br /&gt;
## saving the sectoids from research conducted over them to replenish psi recruits (and increase the rating),&lt;br /&gt;
## saving androids enslaved and used as machines (and rating upgrades),&lt;br /&gt;
## reflection of the attacks and raids of the Cult of Sirius on other organizations that they will start when the infiltration reaches 100%&lt;br /&gt;
&lt;br /&gt;
=Battlescape gameplay, ballance=&lt;br /&gt;
&lt;br /&gt;
# From the very beginning of the game, agents with high skills but for high salaries should also be available for hire.&lt;br /&gt;
# In the UFO ships from the very beginning of the game there should be random crews from all possible types of aliens, random numbers including Psimorph or Micronoid Aggregate.&lt;br /&gt;
# In each crew of a ship, a UFO must be at least 1-2 Micronoid Aggregate.&lt;br /&gt;
# Psimorph and Micronoid Aggregate should never attack first, and will go into melee only if all the other aliens are dead and there is no way to retreat.&lt;br /&gt;
# If Psimorph or Micronoid Aggregate is present on a mission, all agents should be seriously reduced in morale, as a result of its powerful psy field.&lt;br /&gt;
## Such a field is exhausting, therefore, Stamina and Bravery noticeably sags, first Stamina and after Bravery and Accuracy.&lt;br /&gt;
## Androids are immune to the effects of the psi field — another reason to take them on a mission.&lt;br /&gt;
# All psionics in the game must see the victim in person, or at least through the eyes of another fighter&lt;br /&gt;
# If Stamina drops to zero, then Accuracy should decrease dramatically.&lt;br /&gt;
# Androids should not be under the control of the Brainsackers&lt;br /&gt;
# If 30-50% of the aliens were killed in a collision with X-COM, the rest must leave the battlefield and move to another building.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Technologies ==&lt;br /&gt;
# Anti-alien toxins are extinguished by shield-destroyers.&lt;br /&gt;
# &amp;quot;Toxin A&amp;quot; &amp;quot;Toxin B&amp;quot; &amp;quot;Toxin C&amp;quot; are blocked by shields-destroyers.&lt;br /&gt;
# Personal teleporters cannot be used for agents (only organic can teleport).&lt;br /&gt;
# Ⓜ Criminal gangs should have a lot of old weapons familiar to us (Kalashnikov or M16) which can be picked up from their dead bodies.&lt;br /&gt;
# Ⓜ Criminal groups should very rarely have weapons from the first wars against aliens, but not necessarily cartridges for them, you can pick them up from their dead bodies.&lt;br /&gt;
# Ⓜ The game should just have a black market&lt;br /&gt;
# Ⓜ Hackers. The ability of agents to break open at the beginning of the mission and take control of the building system: close doors and elevators, isolate aliens in separate rooms, only agents can use doors and elevators.&lt;br /&gt;
## Aliens will not be able to escape from the mission or the chance to escape will be reduced in proportion to the number of hackers.&lt;br /&gt;
## For this, you may need a hacker set in the form of a device like a laptop that the agent will hold in his hand for the hacking effect to work.&lt;br /&gt;
## The fastest hacking androids - another reason to take them on a mission.&lt;br /&gt;
## People crack the system longer but the chance for the aliens is less&lt;br /&gt;
&lt;br /&gt;
=Diversity on UFO crash missions=&lt;br /&gt;
or &#039;&#039;&#039;[MOD concept] Diversity: UFO crash missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ⓜ Crash clearing missions can be random timers and triggers that can stop the timer. For instance:&lt;br /&gt;
&lt;br /&gt;
There may be several timers and some hidden ones, and some timers will need a trigger for it to appear.&lt;br /&gt;
# Kill all aliens&lt;br /&gt;
# Kill all Psimorph or Micronoid Aggregate or both because they increase the strength of the psi field (the psi field exhausts and lowers morale so Stamina and Bravery noticeably sag, first Stamina and then Bravery and Accuracy.)&lt;br /&gt;
# Capture the UFO control room and Destroy the UFO control system.&lt;br /&gt;
# At least 3 agents must penetrate the first level of UFOs and hold it.&lt;br /&gt;
# If the timer does not stop the mission will be:&lt;br /&gt;
## failed and the UFO will fly away.&lt;br /&gt;
## The strength of the psi alien field intensify&lt;br /&gt;
## Aliens will begin a massive assault.&lt;br /&gt;
## is complicated by the arriving gangs of marauders.&lt;br /&gt;
## complicated by the arising cultists of Sirius.&lt;br /&gt;
#Types of missions UFO crash should be more diverse, for example:&lt;br /&gt;
# Landing a damaged ship is a very difficult task and sometimes a UFO can simply explode without coping with the landing (leaving nothing).&lt;br /&gt;
# A damaged UFO that has landed can be destroyed by the organization’s ship next to which the UFO fell.&lt;br /&gt;
# After an air battle and an emergency landing, the corpses of aliens who died during the air battle and landing scattered inside the UFO should remain (most aliens are alive).&lt;br /&gt;
# Ⓜ It may happen that a UFO will be visually badly damaged, and all that you find is a couple of units of unconscious survivors and a lot of corpses, or all will be dead.&lt;br /&gt;
# It may happen that it will be impossible to recover the UFO and the aliens will scatter into the nearest buildings, the UFO will remain empty or there will be only a few spitters and multiworms.&lt;br /&gt;
# Ⓜ Arriving on a mission to crash UFOs in slums, we can meet a team of numerous marauders of gang members (who will take aliens in number and leave a lot of corpses) who have already joined the battle from criminal organizations wishing to get alien technology, they can already be outside UFOs and kill several aliens, or already inside the UFOs and kill all aliens and share the prey (Use the weapons of aliens). It&#039;s up to you to either kill them or fly away.&lt;br /&gt;
# Ⓜ 2 criminal gangs fighting among themselves or a police squad pursuing a criminal gang may also encounter. Gang members attack in groups of 8-20 - Osiron groups are the largest, Psyke groups are the smallest.&lt;br /&gt;
# Ⓜ If a UFO crashed near an important public building on a mission, you will find the Security Guard squad holding back the alien forces from spreading.&lt;br /&gt;
# Ⓜ Arriving on a mission, we can meet the members of the Cult of Sirius who flew in hoping to make contact and help the aliens. It&#039;s not for nothing that UFOpaedia says &amp;quot;This represents a significant threat to X-COM because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.&amp;quot; Aliens will infect micronoids and supply the cultists with their weapons and will use them as cannon fodder. Cult members fight in groups of around 10.&lt;br /&gt;
# Ⓜ On a downed UFO, there may be sectoids for the rescue of which points will be awarded.&lt;br /&gt;
# Ⓜ On a downed UFO, there may be people captured from neighboring buildings for food and for the salvation of which points will be awarded.&lt;br /&gt;
# Ⓜ On the mission, there may simply be armed civilians belonging to some unregistered movements and not part of any corporations that are fighting against the total control of corporations (as private organizations, elevating a person over a person).&lt;br /&gt;
# Next to the crashed UFO may appear a mission where aliens from UFO storm the building and security reflects the attack.&lt;br /&gt;
# Around the crashed UFO can form dangerous abnormal zones (fire tornadoes, poison clouds, smoke, explosions) due to incorrect operation of the damaged ship.&lt;br /&gt;
# UFO casing can be home to small insect-like creatures (eg Skincrawlers  or Swarm) that mend the casing and can be dangerous to humans by eating or replacing flesh.&lt;br /&gt;
# Each crew of a UFO ship (types 3-7) can have 1-2 Micronoid Aggregate.&lt;br /&gt;
# Each UFO crew (types 3-7) can have 2-6 Micronoid Headwrappers or Micronoid Mentor.&lt;br /&gt;
# Micronoid Headwrappers or Micronoid Mentor are 1/6 Micronoid Aggregate which are located on the head of other aliens and can carry out psi control of both agents and their carriers.&lt;br /&gt;
# A combination of different types of the above changes.&lt;br /&gt;
&lt;br /&gt;
=Immersion in the game on missions=&lt;br /&gt;
or &#039;&#039;&#039;[MOD concept] Immersion: Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immersion in the game will also help **quick pop up phrases** that agents or other characters will pronounce when they get into some kind of situation or interacting by clicking on the cursor as is done in fallout 2.&lt;br /&gt;
&lt;br /&gt;
[[File:OpenApoc_Concept_Spot.png|200px]] [[File:OpenApoc_Concept_Fog.png|200px]] [[File:OpenApoc_Concept_Battle.png|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Phrases&#039;&#039;&#039; - This mod will help the player plunge into the atmosphere of the game even more with the help of **additional effects and sounds**. &lt;br /&gt;
&lt;br /&gt;
The game has the disadvantage that agents are completely speechless like dolls. Immersion in the game will be helped by quick phrases that agents or other characters will utter when they get into a situation or interact by clicking with the cursor, for example, as done in Fallout 2.&lt;br /&gt;
&lt;br /&gt;
* The content and mood of the phrases may depend on the nature of the agent and its type (hybrid, human, android, alien), this requires a separate mod with the agent&#039;s biography ...&lt;br /&gt;
* &#039;&#039;&#039;Random phrases of civilians when agents are close&#039;&#039;&#039; about aliens, about X-Com, about the situation in the city, about personal problems, about politics, shouts, questions, complaints, regrets, ridicule (due to species, race, etc.), admiration at PM celebrities, show off or show off, offer trade exchanges at PM prohibited,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The formula for a random phrase can be, for example, this (depending on the situation):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039; Hold positions &#039;&#039;&#039;&lt;br /&gt;
&amp;gt; (White): Shout (Chance 0%) + Swear word (Chance 50%) + Phrase (Chance 50%) + Stating 75% + * minor action (сhance 50%)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039; Search &#039;&#039;&#039;&lt;br /&gt;
&amp;gt; (White): Shout (50% chance) + Swear word (50% chance) + Phrase (100% chance) + Stating 25% + * minor action (50% chance)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039; Combat and Spot &#039;&#039;&#039;&lt;br /&gt;
&amp;gt; (Red): Shout (75% Chance) + Swear word (100% Chance) + Phrase (50% Chance) + Statement 100% + * Minor Action (100% Chance)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039; Panic &#039;&#039;&#039;&lt;br /&gt;
&amp;gt; (Blue): Shout (100% chance) + Swear word (75% chance) + Phrase (75% chance) + Stating 0% + * minor action (100% chance)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;Example of a phrase in battle:&#039;&#039;&#039; Aaahmm, + fuck, + I knew it, + I was wounded in my left arm + * presses the wound with my right hand&lt;br /&gt;
&lt;br /&gt;
# Quick phrase color can show mood and intonation of pronunciation:&lt;br /&gt;
## White neutral mood&lt;br /&gt;
## Green good mood&lt;br /&gt;
## Orange enemy detection, alarm&lt;br /&gt;
## Red fight with the enemy, aggression&lt;br /&gt;
## Blue fear, panic&lt;br /&gt;
## Purple phrases under psi control&lt;br /&gt;
# Shout (Shout, shout, shout, shout, shout, click, whoop, shout, shout, chuckle)&lt;br /&gt;
# Swearing (usually one word depending on the situation)&lt;br /&gt;
# Phrase (statement, opinion of a being about a situation)&lt;br /&gt;
# Statement / report (short statement of what happened)&lt;br /&gt;
# There can also be minor actions from a third person, separately or added to phrases like:(they can also be unique depending on the type of creature (hybrid, human, android))&lt;br /&gt;
## Spitting (if without a helmet)&lt;br /&gt;
## Scratching&lt;br /&gt;
## Correction of armor or item&lt;br /&gt;
## Recharge&lt;br /&gt;
## Interception of weapons by hand&lt;br /&gt;
## Head gazing&lt;br /&gt;
## Humming or whistling motive&lt;br /&gt;
## Anecdote&lt;br /&gt;
## Clever quote from authors or bible&lt;br /&gt;
## Funny phrase (these psimorphs were fucking howling)&lt;br /&gt;
## Wish (now would be a beer)&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggers for phrases can be (some triggers can be executed with a 50% chance, others 75% and 100%):&#039;&#039;&#039;&lt;br /&gt;
# 100% chance:&lt;br /&gt;
## Alien detection (different random set of phrases for a specific type of alien)&lt;br /&gt;
## Detection of a hostile person (a different random set of phrases for a specific type of person and his organization)&lt;br /&gt;
## Killing an alien (a different random set of phrases for a specific type of alien)&lt;br /&gt;
## Wounding the agent (a different random set of phrases for a specific place of injury or who wounded him, a request for help or anger and threats)&lt;br /&gt;
## Murder of a civilian by an agent&lt;br /&gt;
## Killing a civilian by an alien&lt;br /&gt;
## Killing a civilian by a hostile person&lt;br /&gt;
## Killing a hostile person (different random set of phrases for a specific target)&lt;br /&gt;
## Phrases of hostile people after detection, injury, killing of agents (a different random set of phrases for a specific type of agent (hybrid, human, android, alien))&lt;br /&gt;
## The agent runs out of ammo&lt;br /&gt;
## Agent hitting the target and wounding (a different random set of phrases for a specific type of creature and its organization)&lt;br /&gt;
## Agent hitting target protected by energy shield. Chance 70%&lt;br /&gt;
## Agent hitting a smoke screen&lt;br /&gt;
## Agent hitting a paralyzing veil&lt;br /&gt;
## Agent hitting a burning zone&lt;br /&gt;
## Hitting the agent by an entropy projectile of aliens&lt;br /&gt;
## Poisoning an agent with something&lt;br /&gt;
# Chance 50%:&lt;br /&gt;
## Capture an agent under psi control (a different random set of phrases for a specific type of target)&lt;br /&gt;
## Capture an alien agent under psi control (a different random set of phrases for a specific type of target)&lt;br /&gt;
## Capture by an agent of a hostile person under psi control (a different random set of phrases for a specific type of person and his organization)&lt;br /&gt;
## An agent who came under the control of a brainsucker (micronoids having access to human knowledge can speak)&lt;br /&gt;
## Throwing grenades by agent&lt;br /&gt;
## Throwing a grenade by an enemy at an agent that falls within a radius around the agent&lt;br /&gt;
## Explosion of a grenade harming the agent&lt;br /&gt;
## Grenade explosion nearby when the explosion touched the agent but did not harm&lt;br /&gt;
## Fall of the agent from a height after the destruction of the floor&lt;br /&gt;
## The agent picking up the found item&lt;br /&gt;
## Agent whose panic has passed&lt;br /&gt;
## Agent panicked&lt;br /&gt;
## An agent who woke up after falling into unconsciousness&lt;br /&gt;
# 70% chance:&lt;br /&gt;
## Long running agent&lt;br /&gt;
## Long sitting in one place&lt;br /&gt;
## Long stay of the agent in a particular position&lt;br /&gt;
## Long stay of the agent in a particular fashion&lt;br /&gt;
## A hostile person who woke up after falling into unconsciousness&lt;br /&gt;
## Agent after taking off&lt;br /&gt;
## Hostile people don&#039;t use flying armor ??&lt;br /&gt;
## Hostile person after taking off&lt;br /&gt;
## Switch to no shoot mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the UFO crash mission (not only here but also on the city map), you can add meteorological and other phenomena taking into account the post-apocalyptic state of the earth’s atmosphere and to diversify the game:&lt;br /&gt;
&lt;br /&gt;
# Fog - will affect visibility and accuracy. Motion scanners come in handy here.&lt;br /&gt;
# Rain - affects the speed of movement and accuracy, the agent can also slip and fall. Adding rain sounds and sometimes thunder sounds.&lt;br /&gt;
# A strong wind, will have its overlay with an animated sprite, will greatly affect the accuracy of shooting. Add the sounds of the wind.&lt;br /&gt;
# Storm - rain and heavy rain, thunderstorm, lack of lighting and visibility due to heavy cloud cover. Adding sounds of rain, strong wind and thunder.&lt;br /&gt;
# Add sounds of a living city (sounds of cars, sirens, gunfights, and working factories).&lt;br /&gt;
# Add the occasional sounds of a damaged UFO similar to creature moans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional weather conditions:&lt;br /&gt;
# Snow (falling or falling, or both) the accuracy increases if the snow does not fall. Add snow sounds for step&lt;br /&gt;
# Icing (frozen snow after warming) movement is very limited and the risk for the agent to fall.&lt;br /&gt;
# Large hail&lt;br /&gt;
# Solar radiation or storms.&lt;br /&gt;
# Emissions of radiation (local)&lt;br /&gt;
&lt;br /&gt;
Nothing plunges more into the game than the sight of suffering and pain. A fight is never so clean. Aliens and people should not always die immediately, and sometimes shoot back with reduced accuracy (and you will have to finish them off so that they do not shoot or shut up). The wounded can moan for a long time, bleed and move a little, people can scream and call for help or swear using quick phrases. Puddles of blood under them can be added to corpses and wounded. When a bullet enters the body, add a small effect of tearing and scattering of blood and pieces of meat and clothing...&lt;br /&gt;
&lt;br /&gt;
=Final game and Alien dimension=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Interesting extracts from the real history=&lt;br /&gt;
&lt;br /&gt;
* Brief extracts from the history of the world, theory and speculation may stir up the interest of the reader&lt;br /&gt;
** [[Background_ (Apocalypse) | The briefing page for Commander]] Tells us that Megaprime has long been doing something that is not clear and that our main task is to investigate this difficult situation and take action, including the activities of cults. [[X-COM_Timeline | The X-Com Timeline]] page and Phoenix Point history that I want to associate with Apoca [[https://www.youtube.com/watch?v=P4F_8zw0n1s PandoraVirus]] and [[https://phoenixpoint.info/stories/ Phoenix Point stories]] may help to look deeper into the situation in MegaPrime.&lt;br /&gt;
** From the story we learn that perhaps [[Cult of Sirius | The cult of Sirius]], [[Hypernews Network (Interceptor) #cultsiriusfound | founded in 2040]]., Has long been influenced by micronoids who were able to escape after the explosion of the city of T&#039;letch. Perhaps the Cult of Sirius is a project whose goal is to overcome the overtone window, the framework of the permissible spectrum of opinions about aliens in public statements from the point of view of public morality, perhaps using new techniques and technologies to influence the subconscious, (alien) technologies.&lt;br /&gt;
** The history also preserved information about a variety of other secret, hidden organizations (from ancient priests of Egypt to modern intelligence services), family clans (oligarchies of Egypt, Carthage, Rome, Venice, etc.), genetic lines of people who influenced humanity over the centuries and which are indirectly possibly associated with micronoids.&lt;br /&gt;
** According to some information, micronoids are capable of preserving the body of their carrier for thousands of years and it is not clear how much remains from a person in such a being, but not everyone can survive the transformation of their body. Just imagine that such a person can, take a place at the very top of the pyramid of human society, using the psionic capabilities of micronoids, directing and implementing your plans for thousands of years, relentlessly dictating your will to millions of people, without managing conflicts and financial sphere ...&lt;br /&gt;
** There is information that micronoids have mutagenic abilities, and perhaps those micronoids that remained on the earth after landing T&#039;letch, guided the evolution of the biosphere and terraformed the Earth’s atmosphere all this time ... No one knows what these organisms are capable of and what forms take under the influence of various conditions. maybe&lt;br /&gt;
** Perhaps after the activation of T&#039;letch, the awakened micronoids and micronoids on the earth, preserved for millions of years, united and their activity intensified ...&lt;br /&gt;
** Perhaps the city woke up cyclically, changing the face of the earth from time to time ... spreading various forms of life for thousands of years, doing hybridization and experiments, and then, perhaps, collecting the necessary information to improve and adjust their goals. technologies &amp;quot;nullified&amp;quot; the land in the next catastrophe. According to geological and archaeological data, the last known cataclysm was about 12-10 thousand years ago, which carried away a developed civilization, conventionally, the &amp;quot;Atlants&amp;quot;, sweeping away the remnants of humanity and ancient knowledge, but thousands and thousands of ruins from megalithic and cyclopean clutches, hundreds of pyramids and giant statues throughout the land as the brightest evidence and witnesses of those times.&lt;br /&gt;
*** [[http://www.egyptology.ru/antiq/platon-1.htm Ancient authors described]] those times, the Egyptian priest in a conversation with Solon: &amp;lt;i&amp;gt; &amp;quot;Ah, Solon, Solon! You, the Greeks , always remain children, and there is no elder among the Greeks! &amp;quot; &amp;quot;Why do you say that?&amp;quot; - Solon asked. “All of you are young with your mind,” he replied, “because your minds do not retain in themselves any tradition, which passed from family to family, and any teaching that has turned gray from time. The reason is the same. There have been and will be multiple and different cases of death of people and, moreover, the most terrible - because of fire and water, and others, less significant - because of thousands of other disasters.From here and the story you have about the Phaeton, son of Helios, who allegedly once harnessed his chariot, but he could not direct it along his father’s path, and therefore he burned everything on three mle, and he died, Incinerate Lightning &amp;quot;... So, you store memory only about one flood, and in fact there were many before; &amp;lt;/i&amp;gt;&lt;br /&gt;
*** In the Necronomicon, a semi-mythical book, other dimensions and various creatures that live there are mentioned. In addition, various creatures and races that inhabited the Earth in previous eras are described. The author of the book spent the decade of the Arabian desert Dahna. According to ancient Arabic belief, it is in Dahna that the entrance to the mysterious city of Irem is hidden, where the knowledge of the Ancients was kept. In addition, on the pages of the manuscript, you can find a detailed description of the process of enslavement of human souls and instructions for creating a psychotronic weapon.&lt;br /&gt;
*** The books are not included in the Bible and other sources said that all knowledge was transferred to people by gods or angels. The bible says: “Dead things are formed from under the waters, and the living equations” or “Rephaim tremble under the waters, and those who dwell in them” (Rephaim are giants later called dead, spirits) (Torah Job 26: 5, Job Chapter 26: 5). The Ethiopian Book of Enoch. The third section. XVI Thanks to the knowledge inherited from the guards, the rephaim gained tremendous power over nature: they were able to &amp;quot;cover the firmament, contributing to the reduction of rain&amp;quot; (Breshit slave, 26, 17; Sotah, 34b). They were also engaged in the fact that in the surviving fragments of the Giant Book they are called the calculus of the whole earth: &amp;quot;Let them number all [the earth ...], let them calculate with the help of various calculations&amp;quot; (Giant Book). &amp;quot;[they] were born on earth [and grew up, and matured, and began to devour] (works of hard) labor of all sons of men, and [people] were unable to [feed themselves. And the giants] planned to destroy people [and devour them. And they began to sin and ...] against all the birds and beasts of the earth, [and the reptiles crawling on the earth and animals) in the water] and in the heavens, and sea fishes, and devour each other&#039;s flesh and drink blood] &amp;quot; (translation of the Aramaic fragments of the Book of Enoch from Qumran. Fragment 4QЕna ar 1iii 1-23).&lt;br /&gt;
*** Rulers and gods enlighteners with reptiloid, amphibian features that brought all knowledge to people at the beginning of foreseeable times (perhaps representatives of the antediluvian races that were used by micronoids during the floods):&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%9E%D0%B0%D0%BD%D0%BD Oann] - The first of Abgallu who taught the Sumerians&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%94%D0%B0%D0%B3%D0%BE%D0%BD Dagon] - perhaps one of Abgallu, the god of the Philistines, after they were settled Canaan&lt;br /&gt;
**** [https://en.wikipedia.org/wiki/Me_(mythology) Me Mystical Power] and attribute of all the gods of Mesopotamia (perhaps there is a connection with Micronoids)&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%90%D0%B1%D0%B7%D1%83 Abzu] - the world&#039;s ocean of underground fresh water, gods and clay were conceived in it Abzu was created man, the divine &amp;quot;me&amp;quot; was kept there and the assistants of Enki sages Abgallu worked.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%90%D0%B1%D0%B3%D0%B0%D0%BB%D0%BB%D1%83 Abgallu] - seven wise men -the helpers of the god of wisdom Enki, created by him, the founders of the seven first Sumerian cities, who taught people everything, they did not eat food, which every night went into the depths of the sea.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%AD%D0%B0_(%D0%B1%D0%BE%D0%B3) Enki or Ea] - Son of Enlil, Deity of Wisdom, groundwater (fresh) and underground world, cultural inventions, the creator of the Tigris River; Had epithets &amp;quot;cunning, powerful, intelligent, Mind Extensive.&amp;quot; The name Enki means &amp;quot;Lord of the Earth&amp;quot;, &amp;quot;Lord of the Bottom&amp;quot;&lt;br /&gt;
**** [https://lah.ru/wp-content/uploads/2014/10/E-engura_v2_article.pdf E-engura - Enki submarine] Which was made of metal, made a roar, its walls could give advice , swam to Abzu, &amp;quot;was under a divine ME&amp;quot;, &amp;quot;In your heart, a high throne is erected, your door jamb is a sacred heavenly shutter.&amp;quot; E-Engure was the abode of the god Enki and his inner circle. Enki did not allow anyone into his abode, including other gods.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%9E%D1%81%D0%B8%D1%80%D0%B8%D1%81 Osiris] - the god of Egypt who brought knowledge to people, with green skin or scales.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%A4%D1%83_%D0%A1%D0%B8 Fu Xi] is the first emperor of China and his sister-wife who ruled from the depths of the sea .&lt;br /&gt;
**** Nagas of India - It is believed that the serpent-nag was a totem of one of the powerful ancient tribes, whose representatives were called Nagas. It is argued that the naga kept the truth secret until people were ripe for understanding.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%9A%D0%B5%D0%BA%D1%80%D0%BE%D0%BF%D1%81_(%D1%D1%8B%D0%BD_%D0%93%D0%B5%D0%B8) Tsar Kekrops] is the founder and first king of Attica and Athens, while Phaeton was killed during his death and Devkalion deluge occurred.&lt;br /&gt;
**** The symbol of Jesus was a fish&lt;br /&gt;
**** [[:File:Vatican-mitre.png | The Pope wears]] to this day, Mithra (infula) and the soutane and very much resemble the Sumerian priests of the demigods Abgallu.&lt;br /&gt;
**** [https://en.wikipedia.org/wiki/Nommo Hero Nommo] from the Dogon tribe (Mali, Africa) who flew from Sirius on his ark in which he brought all the ways of being, he is now on the ground and is waiting for a certain time to appear.&lt;br /&gt;
**** [https://ru.wikipedia.org/wiki/%D0%9A%D0%B5%D1%82%D1%86%D0%B0%D0%BB%D1%8C%D0%BA%D0%BE%D0%B0%D1%82%D0%BB%D1%8C Quetzalcoatl] - one of the main gods of the Aztec pantheon and pantheons of other civilizations of Central America. According to legends, Quetzalcoatl rules in Tula for more than 20 years, after which it sailed to East. The great ruler taught the people mathematics, medicine, astronomy, writing, jewelry, weaving. Associated with his name, the introduction of the calendar with a cycle of 52 years, the invention of the canons of music and dance. His syncretic and pacifist doctrine of the &amp;quot;tolkokoyotly&amp;quot; provided for the prohibition of human sacrifice, which was not strictly accepted by the priestly tip.&lt;br /&gt;
**** [https://tar-s.livejournal.com/1007079.html The goddess Api from the Scythians] - the Goddess of fertility, is the same among the Greeks&lt;br /&gt;
** Perhaps they are all these years, centuries or millennia ?, infiltrated various organizations, corporations and governments and have a wide network of agents of influence and incredible access to resources and knowledge.&lt;br /&gt;
** Perhaps MegaPrime was their project, for themselves, perhaps it was they using earth technologies, and maybe gaining access to dormant ancient technologies, bases or satellites, associated with another dimension and are the reason why the Gate between Dimensions opened above MegaPrim. And no one can say for sure that the gate did not open ever in the past ..&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=113372</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=113372"/>
		<updated>2023-02-19T03:37:17Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:right |best viewed in 1280x1024.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information &amp;amp; Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|History &amp;amp; Background]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse)|Keyboard Commands]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Known Bugs (Apocalypse)|Known Bugs]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Mega-Primus]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape Overview]]&lt;br /&gt;
: [[City Maps (Apocalypse)|Cityscape Maps]]&lt;br /&gt;
:: [[Difficulty Levels (Apocalypse)|Game Difficulty]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
:: [[Buildings (Apocalypse)|Buildings &amp;amp; Areas]]&lt;br /&gt;
: [[Population_(Apocalypse)|Population]]&lt;br /&gt;
:: [[Unit Stats (Apocalypse)|Unit Attributes]]&lt;br /&gt;
::: [[Damage Modifiers (Apocalypse) |Damage &amp;amp; Modifiers]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]]&lt;br /&gt;
: [[Alien Tech Levels (Apocalypse)|Score &amp;amp; Technology Progress]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Mission Styles]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape Overview]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mission Types (Apocalypse)|Battlescape Mission Styles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Battlescape &#039;&#039;&#039;Tactics &amp;amp; Gameplay&#039;&#039;&#039;]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Start A Mission]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Equipping Agents]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Controls]]&lt;br /&gt;
: [[Take Cover!|Using Cover]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging Hostiles]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Anti-Alien Strategy]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capture Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionic Agents]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Defend Your Base]]&lt;br /&gt;
: [[Blitzing_(Apocalypse)|Accelerated Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat Format&#039;&#039;&#039;&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)|Combat: Real-Time (RT)]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)|Combat: Turn-Based (TB)]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Comparison: RT vs TB]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|&#039;&#039;&#039;Bases&#039;&#039;&#039; Overview]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Apocalypse)|&#039;&#039;&#039;Science &amp;amp; Manufacturing&#039;&#039;&#039; Overview]] &lt;br /&gt;
: [[Biochemistry|Science: Biochemistry]]&lt;br /&gt;
: [[Quantum Physics (Apocalypse)|Science: Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Manufacture: Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|&#039;&#039;&#039;Agents&#039;&#039;&#039; Overview]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Attributes]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Promotions]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Equipment]]&lt;br /&gt;
:: [[Agents Armor (Apocalypse)|Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|&#039;&#039;&#039;Vehicles&#039;&#039;&#039; Overview]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Armaments]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Equipment &amp;amp; Devices]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|&#039;&#039;&#039;Aliens&#039;&#039;&#039; Overview]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)|Life Forms]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Exotic Artifacts]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Infiltration (Apocalypse)|Alien Infiltration]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Ships (Apocalypse)|&#039;&#039;&#039;UFO&#039;&#039;&#039; Overview]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Appearance]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Cityscape UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Dimension (Apocalypse)|&#039;&#039;&#039;Alien Dimension&#039;&#039;&#039; Overview]]&lt;br /&gt;
: [[Dimension UFO Combat (Apocalypse)|Dimension UFO Combat]]&lt;br /&gt;
: [[Alien_Buildings_And_Combat_Tactics|Alien Buildings]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 45%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[X-COM Timeline|Historical X-COM Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cut items and features (Apocalypse)|&#039;&#039;&#039;Cut Content&#039;&#039;&#039;]]&lt;br /&gt;
: [[Cheat_Codes_(Apocalypse)|Cheat Codes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon &amp;amp; Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms|X-COM In Other Works]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image Formats (Apocalypse)|Image Properties]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Audio Formats (Apocalypse)|Audio Properties]]&lt;br /&gt;
:[[Music player|Music Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Files (Apocalypse)|Cityscape Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Learning AI|Learning AI]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| Apocalypse Editing&lt;br /&gt;
|-&lt;br /&gt;
| [[Utilities (Apocalypse)|Useful Utilities]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| Apocalypse Guides &amp;amp; Modifications&lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Guide: Alternative Rules]]&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse)|General Guide: Unit And Tactics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide|NKF&#039;s Starter Guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[AllOutWar&#039;s X-Com Apocalypse Guide|AllOutWar&#039;s Guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse)|Karadoc&#039;s Apoc Mod]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;OpenApoc&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[OpenApoc|OpenApoc: The Open Source Remake]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What it should be. Design doc (Apocalypse)|OpenApoc: BAC concepts]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Learning_AI&amp;diff=112726</id>
		<title>Learning AI</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Learning_AI&amp;diff=112726"/>
		<updated>2022-12-20T16:27:54Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artificial Intelligence&lt;br /&gt;
&lt;br /&gt;
The Tactical Game uses a sophisticated Al system to control non-player forces. The system will adapt to your tactics by learning from its actions. This adaptation process occurs after each Tactical Game is played. The computer analyses an experience data file in order to update its decision matrices.&lt;br /&gt;
The Al does not cheat (ie it has no privileged information or abilities beyond that of a human player). The data files for the Al are not stored as part of a saved game, they are continually updated. You can exchange the files with other X-COM players in order to experience different tactics from the Al player. Ensure that you exchange all three of the relevant files that are located within the TACDATA subdirectory.&lt;br /&gt;
&lt;br /&gt;
FilmBoy say that its working on UK CD release and not in US or some others, also its need phisical CD inserted and no use dosbox&lt;br /&gt;
&lt;br /&gt;
below is scan of page from book X-COM Apocalypse: The Official Strategy Guide (Secrets of the Games Series) Paperback – August 26, 1997 by Dave Ellis&lt;br /&gt;
[[Image:Learning_AI.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unit Behavior==&lt;br /&gt;
A list of actions, abilities, reactions and more, within X-Com Apocalypse. All actions mentioned here are present in the final version release unless noted with &#039;&#039;&#039;Debug&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Agents on Normal or Safe behaviour settings on Vanilla and BETA will:===&lt;br /&gt;
*Hide behind other agents that are kneeling and shoot over their heads&lt;br /&gt;
*Agents placed at a corner to a corridor will move back and forth between hiding &amp;quot;in cover&amp;quot; and exposing themselves around the corner to shoot/view&lt;br /&gt;
*Agents jump over 1-tile &amp;quot;gaps&amp;quot; in floors if it gets them to cover&lt;br /&gt;
*Agents will jump down a maximum of 1 tile if it gets them away from fire to another floor or if injured to get them to a safer place&lt;br /&gt;
*Agents will strafe back and forth whilst moving in and out of cover, even along a line of kneeling agents and shooting over their heads&lt;br /&gt;
*Agents will run away from fire&lt;br /&gt;
*Agents with a partially &amp;quot;stunned&amp;quot; value will run out of smoke to avoid being &amp;quot;gassed&amp;quot; further, this means that they can expose themselves to weapons fire but minimise the risk of falling unconscious&lt;br /&gt;
*Agents with no &amp;quot;stunned&amp;quot; value will remain in smoke to utilise it as cover though often go prone or kneel if both stances are selected&lt;br /&gt;
*Agents equipped with trackers (beta only) or scanners will &amp;quot;enhance&amp;quot; the behaviour of other agents in their squad (No effect on other squads). For example, agents in cover will respond to a blip by moving around corners to look down corridors or into rooms.&lt;br /&gt;
*Agents raise weapons in readiness in response to alien cries&lt;br /&gt;
*Agents raise weapons in readiness in response to nearby explosions, civilian screams and the sound of burning&lt;br /&gt;
*Agents respond to alien cries as per the documentation i have given in the relevant thread&lt;br /&gt;
*In Tactical Missions relating to Cityscape activity, spitters will wander around, when there are more than two **mobile** aliens on the map, trying to kill civilians (their main function it appears) and sniping at X-COM. If there are few aliens on the map, spitters will try to hide, often in obscure places of the map and in smoke until agents find them.&lt;br /&gt;
*In UFO recovery, spitters will frequently hide in the upper levels of the UFO trying to avoid engaging X-COM and not really being utilised by the aliens. If they do travel to the lower decks or outside it is with Anthropods or Skeletoid allies. This behaviour seems bugged; spitters are sitting ducks in UFO missions and should be more active IMHO having the AI waste them by sitting in the upper levels makes no sense.&lt;br /&gt;
*Brainsuckers can appear on maps at the start of a mission without having hatched from a pod&lt;br /&gt;
*Brainsuckers will run around the map until they find an X-COM agent, though they often &amp;quot;pause&amp;quot; and become inactive, this is likely a bug.&lt;br /&gt;
*Brainsuckers will attempt to run and leap on to the first agent they encounter to brainsuck them&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=YE0AXGppZtU&lt;br /&gt;
**Brainsucker gets &amp;quot;stuck&amp;quot; and promptly shot after recovering from stun.&lt;br /&gt;
**Agents strafing and hiding around corners&lt;br /&gt;
**Brainsucker cry from the right of the screen (in darkness) allowing me to locate the last brainsucker and kill it winning the mission (cries can be used like this in vanilla, fortunately, my agent did not panic this time around as i sent him down a corridor alone).&lt;br /&gt;
**Anthropods working alone and not in groups as they did in beta&lt;br /&gt;
**Agents will react to alien sightings and fire whilst running, in this case saving me from a leaping brainsucker&lt;br /&gt;
&lt;br /&gt;
* Beta2 https://www.youtube.com/watch?v=_DvtnGSUsUU&lt;br /&gt;
**Beta Footage in which the aliens sabotage their own brainsuckers by destroying the escape route to the cityscape for a lone brainsucker. Also shows Anthropods sending two units to attack X-COM, massing, then attacking in a second wave.&lt;br /&gt;
&lt;br /&gt;
* Beta2 https://www.youtube.com/watch?v=ymA41OrS5HE&lt;br /&gt;
**OK, another behaviour update. This time regarding the Alien&#039;s use of SMOKE grenades and going prone to crawl forwards when under fire.&lt;br /&gt;
**A few playtests of both vanilla and beta reveal that the aliens will start to use smoke grenades regularly after week 2 or once disruptor tech arrives in the aliens arsenal (tied to X-COM score and in lore presumably having got them from gangs or the CoS as they even appear on UFOs). &lt;br /&gt;
**Anthropods and Skeletoids appear to have enough intelligence to throw smoke grenades before an attack then run in for the kill.&lt;br /&gt;
**In the beta footage below (which gives the best example, though the behaviour is in vanilla too), a skeletoid even throws a smoke grenade behind one UFO door (making me thing they are about to emerge from there) but flanks around and exits via the other door before throwing another two smoke grenades and then attacking (and quickly being killed). Just one skeletoid performs this attack as (unknown to me) the aliens are massing in the UFO for another three waves of attacks. This starts from about 3:40 in the video ;)&lt;br /&gt;
**At around 6:40 also note the skeletoid going prone and crawling towards the X-COM agents who are attacking it...&lt;br /&gt;
**Finally at approximately 8:10, look how one of the agents successfully dodges not one, but two entropy missiles that the aliens have kept hidden till the end of the mission (i didnt even know they had started to equip them at this point). So entropy missiles can be dodged just as vehicles dodge missiles...&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=cXQBr77PsAo&lt;br /&gt;
**Megapol does not fight back until a significant number of officers are dead (which is tied to the organisation relations)&lt;br /&gt;
**Megapol spams officers that will group, throw grenades, attack, retreat, regroup and attack in another wave (much like the aliens)&lt;br /&gt;
**Megapol uses stun and smoke grenades as well as standard explosives&lt;br /&gt;
**Megapol buildings contain equipment that can be looted; even Elerium!!&lt;br /&gt;
**Megapol uses it&#039;s own equipment, unless X-COM has sold alien weapons to the &amp;quot;city&amp;quot; in which case some Megapol officers carry disrupter weapons (not shown in this video but observed in other playthroughs)&lt;br /&gt;
**X-COM agents can spot capturable equipment within a certain radius, even without LoS (Most likely a bug)&lt;br /&gt;
*https://www.youtube.com/watch?v=HbScwE6u1DI&lt;br /&gt;
** Marsec is very reserved in committing units, MarSec agents retreat from direct conflict and do not group and attack in waves like Aliens, CoS or Megapol&lt;br /&gt;
** Marsec attempts to flank the player then blast them with missiles (I lose a squad in the video below whilst dealing with other Marsec units that are running from me to a second group of Marsec Agents that emerge from my left flank)&lt;br /&gt;
** Marsec equipment is used by all Marsec units. They do not appear to purchase alien tech from X-COM like Megapol does.&lt;br /&gt;
** Marsec will use Alien tech if they become controlled by the Aliens.&lt;br /&gt;
*Found a behavior on the megaspawns, as usual they attack from afar, but when approached, quickly retreats. They will only stop retreating if they got away from the unit that approached them or when cornered, this is tested on realtime, in turn based however this doesn&#039;t apply&lt;br /&gt;
**With regards to turn-based, they do appear to do the same, however there are some issues with their TUs and how much they can actually do. A retreat will only occur if they cannot fire at a unit first, if they fire their weapons they cannot retreat. Generally however, their movement is away from X-COM agents in TB Mode...&lt;br /&gt;
**They also have an annoying habit of grouping together in vanilla... In Beta2 they don&#039;t group but are often surrounded by lots of Anthropods used as shields or near poppers that have been held back.&lt;br /&gt;
*FilmBoy can you confirm this behavior of all aliens that can use grenades? In one of my test in realtime, I killed a bunch of them in a room, when I moved my agents in, there is this one alien that went yolo, and tossed a grenade in the room, blowing all the grenades in the floor, killing my entire squad in the process, as well as himself. However it doesn&#039;t apply with the room being empty, so was this a rare behavior in some sort?&lt;br /&gt;
**In game versions with the nerfed AI it appears to be related to chance, the alien has a &amp;quot;random&amp;quot; factor that it will choose to throw a grenade in a room of explosive munitions or simply as a means to kill massed agents&lt;br /&gt;
**In game versions with the Learning-AI if grenades have been good at killing agents previously, the aliens will use them more frequently, increasing the chance of them creating chain reactions as munitions go up. Aliens will also utilise the boomeroids &amp;quot;jump/travel&amp;quot; feature to attack around corners and through doors also&lt;br /&gt;
**In short though, it all boils down to chance and circumstance as to whether or not grenade capable aliens kill your agents with grenades. Learnt behaviour only increases that chance on a player-by-player basis and only if the player has been vulnerable to grenades in previous actions, if not, the chance of a grenade being used is still low.&lt;br /&gt;
**Things were different in Beta: Grenades were often used to spam X-COM once the aliens learnt through the extended AI how effective the action was and it was brutal... Couple that with Alien numbers far higher than vanilla (as it should be IMHO - this is an invasion) it&#039;s a recipe for disaster...&lt;br /&gt;
**https://www.youtube.com/watch?v=WKvkHbzvgzg&lt;br /&gt;
&lt;br /&gt;
===Unique to BETA (Does all of the above plus these behaviours too):===&lt;br /&gt;
*Anthropods and Skeletoids will swarm together, attack in groups, then quickly retreat before agents have time to respond. I rarely encounter single units of these types in the Beta, if I do they are often trying to exit (see below) or looking for more Aliens to group up with.&lt;br /&gt;
*Aliens will methodically move through through a map in groups of 2-5 until they find X-COM, they then retreat, CRY FOR HELP (which attracts other aliens of all types) and attack again this makes them hard to fight as you always face numbers of aliens and killing a few forces them to retreat and regroup. It&#039;s very &amp;quot;Cat and Mouse&amp;quot; and a joy to play for an experienced player but a nightmare for casual players who will find it too hard (Guess this is why such behaviour was removed)&lt;br /&gt;
*If there are two or less Anthropods/Skeletoids on a map they will head towards the map exits and fall back to the cityscape, this doesn&#039;t end the mission as all other alien types remain until X-COM knocks them out or kills them, but it does allow the Aliens to keep foot soldiers in Mega-Primus for a longer time before they expire (as per the alien life cycle)&lt;br /&gt;
*Cult of Sirius use EXCESSIVE amounts of incendiary weaponry spamming incendiary grenades and incendiary missiles of various types this is different to vanilla where they spam explosive weapons. The cult is a fearsome opponent as a result and their behaviour causes buildings to collapse as they burn around your agents; this often lags the game which may be why the CoS was changed to using Explosive weaponry? I wonder if BETA behaviour could be reintroduced now we have better CPUs (maybe as an option)&lt;br /&gt;
*Aliens with disruptor weaponry will fire randomly in the direction they believe X-COM to be hiding (or have previously seen agents), other aliens using the covering fire of their colleagues will then attempt to flank agents and come in to kill from behind&lt;br /&gt;
*Aliens SPAM brainsuckers; i&#039;ve faced waves of the things from the first battle!&lt;br /&gt;
*Aliens crouch, go prone and move around a lot more to use cover in a similar manner to the vanilla X-COM agents&lt;br /&gt;
*As per the Vanilla release, in tactical missions relating to cityscape activity, spitters will retreat to obscure places of the map to hide when the number of aliens are low. However, if X-COM take more than a few minutes (in real-time) or around 10 turns (in TB) to find the spitters, they will retreat to an exit and use the cityscape to infect another building keeping the presence of aliens in the cityscape for longer. They may or may not travel to the same location as escaping Anthropods and Skeletoids so it is possible that missions in which X-COM does not clear the map will result in lots more alien incidents in the cityscape later, albeit with weaker alien numbers.&lt;br /&gt;
*Spitters tend to group together en-masse (as the lore suggests that they can) and it is not uncommon to find five or more together&lt;br /&gt;
*Aliens &amp;quot;tagged&amp;quot; with a tracker gun will try to escape from combat to the cityscape; it appears the intent was to allow for players to follow aliens around the city much in the same way we were meant to be able to follow the VIPs of organisations (for which the cells were created). However, the Spitter is NOT meant to be an intelligent creature, so this may be why in Vanilla they simply sit around in cover waiting to be found.&lt;br /&gt;
*Brainsuckers will form in groups and rush at X-COM agents in waves&lt;br /&gt;
*Aliens armed with Brainsucker launchers will, if failing to find X-COM quickly, fire off all their pods, wait for them to hatch, then follow the wave of brainsuckers towards X-COM agent areas and armed civilians/gang members/police.&lt;br /&gt;
*Lone brainsuckers that cannot find another alien will attempt to leave the map to further alien infection of the city via the cityscape. This can result in alien activity missions in which there will only be a lone brainsucker, that can retreat again if not killed quickly. Forming a chain of alien activity missions across the cityscape until the brainsucker infects a civilian, VIP, X-COM or is killed; something that can be really frustrating if you are not quick to kill the alien. I guess this may be why the feature was removed from brainsucker behaviour but it&#039;s still pretty cool nonetheless and compliments the &amp;quot;cat and mouse&amp;quot; behaviour of other aliens in the beta.&lt;br /&gt;
*Brainsuckers WILL attack armed civilians to control them (I love this feature, so much more realistic to lore) and then direct those civilians towards known X-COM locations. There is however a bug in which brainsuckers occasionally try to attack UNARMED civilians which is pointless apart from adding to the civilian casualty figures.&lt;br /&gt;
*Brainsucked civilians or gang/police members that cannot form into groups will attempt to leave the map if they are injured and cause more alien incidents later. They can also trigger gang/police wars if a gang member is brainsucked and attacks a rival gang when returning to the cityscape&lt;br /&gt;
*Brainsucked civilians or gang/police members that are &amp;quot;tagged&amp;quot; with a tracker can be used to follow organisations that are being infiltrated by the aliens as when returning to the cityscape it appears that &amp;quot;tagged&amp;quot; units will try to fall back to the nearest building owned by a parent organisation or attack a building hostile to that organisation. I&#039;ve followed a brainsucked unit across the cityscape to attack one of my bases only minutes later, and having found more allies from the parent organisation before moving in!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;It appears from BETA play that the intent was to have a similar AI to X-COM for the aliens but it was drastically nerfed or removed in part by release to make play easier for newcomers to the game regardless of difficulty mode. -[[FilmBoy84]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Found an odd behavior of the poppers, in the demo version, they will hide, wait till anthropods or skeletpoids to pin down your agents before attacking, while in vanilla, they&#039;ll just attack you head on&lt;br /&gt;
**Yes, the same behaviour is in Beta. It&#039;s a much more effective use of poppers by the aliens and not easy to combat for first-time players.&lt;br /&gt;
**I guess this is why the behaviour was modified for some final release versions.&lt;br /&gt;
**Versions with the partially working &amp;quot;Learning AI&amp;quot; do use this strategy, but only after week 6 by which time poppers are easily one shotted by devastator/disruptor fire... So it&#039;s rare to see it succeeding.&lt;br /&gt;
**Best demonstrated under vanilla during battleship UFO investigations... Once you get through those tunnels and into the UFO entrance (but past the megaspawn) there are often poppers held in reserve there...&lt;br /&gt;
*Agents, Aliens and Others will all turn to face nearby sounds such as footsteps of other units... Not just their cries... This allows them to spot enemies sooner. - Tested by leaving agents in one spot facing all to the SE of the map. When the aliens approached the agents turned automatically towards the sound of them moving. Some agents also used that prompt to look for cover and use it.&lt;br /&gt;
*Agents that have wounds will move to cover and if equipped with a medkit AND a free hand will attempt to heal themselves if in Evasive/Cautious Mode. Aggressive Mode ignores this behaviour. If the agent does not have a free hand they do not reach for a medkit in their equipment.&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Learning_AI&amp;diff=112725</id>
		<title>Learning AI</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Learning_AI&amp;diff=112725"/>
		<updated>2022-12-20T16:27:37Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Artificial Intelligence&lt;br /&gt;
&lt;br /&gt;
The Tactical Game uses a sophisticated Al system to control non-player forces. The system will adapt to your tactics by learning from its actions. This adaptation process occurs after each Tactical Game is played. The computer analyses an experience data file in order to update its decision matrices.&lt;br /&gt;
The Al does not cheat (ie it has no privileged information or abilities beyond that of a human player). The data files for the Al are not stored as part of a saved game, they are continually updated. You can exchange the files with other X-COM players in order to experience different tactics from the Al player. Ensure that you exchange all three of the relevant files that are located within the TACDATA subdirectory.&lt;br /&gt;
&lt;br /&gt;
FilmBoy say that its working on UK CD release and not in US or some others, also its need phisical CD inserted and no use dosbox&lt;br /&gt;
below is scan of page from book X-COM Apocalypse: The Official Strategy Guide (Secrets of the Games Series) Paperback – August 26, 1997 by Dave Ellis&lt;br /&gt;
[[Image:Learning_AI.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unit Behavior==&lt;br /&gt;
A list of actions, abilities, reactions and more, within X-Com Apocalypse. All actions mentioned here are present in the final version release unless noted with &#039;&#039;&#039;Debug&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Agents on Normal or Safe behaviour settings on Vanilla and BETA will:===&lt;br /&gt;
*Hide behind other agents that are kneeling and shoot over their heads&lt;br /&gt;
*Agents placed at a corner to a corridor will move back and forth between hiding &amp;quot;in cover&amp;quot; and exposing themselves around the corner to shoot/view&lt;br /&gt;
*Agents jump over 1-tile &amp;quot;gaps&amp;quot; in floors if it gets them to cover&lt;br /&gt;
*Agents will jump down a maximum of 1 tile if it gets them away from fire to another floor or if injured to get them to a safer place&lt;br /&gt;
*Agents will strafe back and forth whilst moving in and out of cover, even along a line of kneeling agents and shooting over their heads&lt;br /&gt;
*Agents will run away from fire&lt;br /&gt;
*Agents with a partially &amp;quot;stunned&amp;quot; value will run out of smoke to avoid being &amp;quot;gassed&amp;quot; further, this means that they can expose themselves to weapons fire but minimise the risk of falling unconscious&lt;br /&gt;
*Agents with no &amp;quot;stunned&amp;quot; value will remain in smoke to utilise it as cover though often go prone or kneel if both stances are selected&lt;br /&gt;
*Agents equipped with trackers (beta only) or scanners will &amp;quot;enhance&amp;quot; the behaviour of other agents in their squad (No effect on other squads). For example, agents in cover will respond to a blip by moving around corners to look down corridors or into rooms.&lt;br /&gt;
*Agents raise weapons in readiness in response to alien cries&lt;br /&gt;
*Agents raise weapons in readiness in response to nearby explosions, civilian screams and the sound of burning&lt;br /&gt;
*Agents respond to alien cries as per the documentation i have given in the relevant thread&lt;br /&gt;
*In Tactical Missions relating to Cityscape activity, spitters will wander around, when there are more than two **mobile** aliens on the map, trying to kill civilians (their main function it appears) and sniping at X-COM. If there are few aliens on the map, spitters will try to hide, often in obscure places of the map and in smoke until agents find them.&lt;br /&gt;
*In UFO recovery, spitters will frequently hide in the upper levels of the UFO trying to avoid engaging X-COM and not really being utilised by the aliens. If they do travel to the lower decks or outside it is with Anthropods or Skeletoid allies. This behaviour seems bugged; spitters are sitting ducks in UFO missions and should be more active IMHO having the AI waste them by sitting in the upper levels makes no sense.&lt;br /&gt;
*Brainsuckers can appear on maps at the start of a mission without having hatched from a pod&lt;br /&gt;
*Brainsuckers will run around the map until they find an X-COM agent, though they often &amp;quot;pause&amp;quot; and become inactive, this is likely a bug.&lt;br /&gt;
*Brainsuckers will attempt to run and leap on to the first agent they encounter to brainsuck them&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=YE0AXGppZtU&lt;br /&gt;
**Brainsucker gets &amp;quot;stuck&amp;quot; and promptly shot after recovering from stun.&lt;br /&gt;
**Agents strafing and hiding around corners&lt;br /&gt;
**Brainsucker cry from the right of the screen (in darkness) allowing me to locate the last brainsucker and kill it winning the mission (cries can be used like this in vanilla, fortunately, my agent did not panic this time around as i sent him down a corridor alone).&lt;br /&gt;
**Anthropods working alone and not in groups as they did in beta&lt;br /&gt;
**Agents will react to alien sightings and fire whilst running, in this case saving me from a leaping brainsucker&lt;br /&gt;
&lt;br /&gt;
* Beta2 https://www.youtube.com/watch?v=_DvtnGSUsUU&lt;br /&gt;
**Beta Footage in which the aliens sabotage their own brainsuckers by destroying the escape route to the cityscape for a lone brainsucker. Also shows Anthropods sending two units to attack X-COM, massing, then attacking in a second wave.&lt;br /&gt;
&lt;br /&gt;
* Beta2 https://www.youtube.com/watch?v=ymA41OrS5HE&lt;br /&gt;
**OK, another behaviour update. This time regarding the Alien&#039;s use of SMOKE grenades and going prone to crawl forwards when under fire.&lt;br /&gt;
**A few playtests of both vanilla and beta reveal that the aliens will start to use smoke grenades regularly after week 2 or once disruptor tech arrives in the aliens arsenal (tied to X-COM score and in lore presumably having got them from gangs or the CoS as they even appear on UFOs). &lt;br /&gt;
**Anthropods and Skeletoids appear to have enough intelligence to throw smoke grenades before an attack then run in for the kill.&lt;br /&gt;
**In the beta footage below (which gives the best example, though the behaviour is in vanilla too), a skeletoid even throws a smoke grenade behind one UFO door (making me thing they are about to emerge from there) but flanks around and exits via the other door before throwing another two smoke grenades and then attacking (and quickly being killed). Just one skeletoid performs this attack as (unknown to me) the aliens are massing in the UFO for another three waves of attacks. This starts from about 3:40 in the video ;)&lt;br /&gt;
**At around 6:40 also note the skeletoid going prone and crawling towards the X-COM agents who are attacking it...&lt;br /&gt;
**Finally at approximately 8:10, look how one of the agents successfully dodges not one, but two entropy missiles that the aliens have kept hidden till the end of the mission (i didnt even know they had started to equip them at this point). So entropy missiles can be dodged just as vehicles dodge missiles...&lt;br /&gt;
&lt;br /&gt;
*https://www.youtube.com/watch?v=cXQBr77PsAo&lt;br /&gt;
**Megapol does not fight back until a significant number of officers are dead (which is tied to the organisation relations)&lt;br /&gt;
**Megapol spams officers that will group, throw grenades, attack, retreat, regroup and attack in another wave (much like the aliens)&lt;br /&gt;
**Megapol uses stun and smoke grenades as well as standard explosives&lt;br /&gt;
**Megapol buildings contain equipment that can be looted; even Elerium!!&lt;br /&gt;
**Megapol uses it&#039;s own equipment, unless X-COM has sold alien weapons to the &amp;quot;city&amp;quot; in which case some Megapol officers carry disrupter weapons (not shown in this video but observed in other playthroughs)&lt;br /&gt;
**X-COM agents can spot capturable equipment within a certain radius, even without LoS (Most likely a bug)&lt;br /&gt;
*https://www.youtube.com/watch?v=HbScwE6u1DI&lt;br /&gt;
** Marsec is very reserved in committing units, MarSec agents retreat from direct conflict and do not group and attack in waves like Aliens, CoS or Megapol&lt;br /&gt;
** Marsec attempts to flank the player then blast them with missiles (I lose a squad in the video below whilst dealing with other Marsec units that are running from me to a second group of Marsec Agents that emerge from my left flank)&lt;br /&gt;
** Marsec equipment is used by all Marsec units. They do not appear to purchase alien tech from X-COM like Megapol does.&lt;br /&gt;
** Marsec will use Alien tech if they become controlled by the Aliens.&lt;br /&gt;
*Found a behavior on the megaspawns, as usual they attack from afar, but when approached, quickly retreats. They will only stop retreating if they got away from the unit that approached them or when cornered, this is tested on realtime, in turn based however this doesn&#039;t apply&lt;br /&gt;
**With regards to turn-based, they do appear to do the same, however there are some issues with their TUs and how much they can actually do. A retreat will only occur if they cannot fire at a unit first, if they fire their weapons they cannot retreat. Generally however, their movement is away from X-COM agents in TB Mode...&lt;br /&gt;
**They also have an annoying habit of grouping together in vanilla... In Beta2 they don&#039;t group but are often surrounded by lots of Anthropods used as shields or near poppers that have been held back.&lt;br /&gt;
*FilmBoy can you confirm this behavior of all aliens that can use grenades? In one of my test in realtime, I killed a bunch of them in a room, when I moved my agents in, there is this one alien that went yolo, and tossed a grenade in the room, blowing all the grenades in the floor, killing my entire squad in the process, as well as himself. However it doesn&#039;t apply with the room being empty, so was this a rare behavior in some sort?&lt;br /&gt;
**In game versions with the nerfed AI it appears to be related to chance, the alien has a &amp;quot;random&amp;quot; factor that it will choose to throw a grenade in a room of explosive munitions or simply as a means to kill massed agents&lt;br /&gt;
**In game versions with the Learning-AI if grenades have been good at killing agents previously, the aliens will use them more frequently, increasing the chance of them creating chain reactions as munitions go up. Aliens will also utilise the boomeroids &amp;quot;jump/travel&amp;quot; feature to attack around corners and through doors also&lt;br /&gt;
**In short though, it all boils down to chance and circumstance as to whether or not grenade capable aliens kill your agents with grenades. Learnt behaviour only increases that chance on a player-by-player basis and only if the player has been vulnerable to grenades in previous actions, if not, the chance of a grenade being used is still low.&lt;br /&gt;
**Things were different in Beta: Grenades were often used to spam X-COM once the aliens learnt through the extended AI how effective the action was and it was brutal... Couple that with Alien numbers far higher than vanilla (as it should be IMHO - this is an invasion) it&#039;s a recipe for disaster...&lt;br /&gt;
**https://www.youtube.com/watch?v=WKvkHbzvgzg&lt;br /&gt;
&lt;br /&gt;
===Unique to BETA (Does all of the above plus these behaviours too):===&lt;br /&gt;
*Anthropods and Skeletoids will swarm together, attack in groups, then quickly retreat before agents have time to respond. I rarely encounter single units of these types in the Beta, if I do they are often trying to exit (see below) or looking for more Aliens to group up with.&lt;br /&gt;
*Aliens will methodically move through through a map in groups of 2-5 until they find X-COM, they then retreat, CRY FOR HELP (which attracts other aliens of all types) and attack again this makes them hard to fight as you always face numbers of aliens and killing a few forces them to retreat and regroup. It&#039;s very &amp;quot;Cat and Mouse&amp;quot; and a joy to play for an experienced player but a nightmare for casual players who will find it too hard (Guess this is why such behaviour was removed)&lt;br /&gt;
*If there are two or less Anthropods/Skeletoids on a map they will head towards the map exits and fall back to the cityscape, this doesn&#039;t end the mission as all other alien types remain until X-COM knocks them out or kills them, but it does allow the Aliens to keep foot soldiers in Mega-Primus for a longer time before they expire (as per the alien life cycle)&lt;br /&gt;
*Cult of Sirius use EXCESSIVE amounts of incendiary weaponry spamming incendiary grenades and incendiary missiles of various types this is different to vanilla where they spam explosive weapons. The cult is a fearsome opponent as a result and their behaviour causes buildings to collapse as they burn around your agents; this often lags the game which may be why the CoS was changed to using Explosive weaponry? I wonder if BETA behaviour could be reintroduced now we have better CPUs (maybe as an option)&lt;br /&gt;
*Aliens with disruptor weaponry will fire randomly in the direction they believe X-COM to be hiding (or have previously seen agents), other aliens using the covering fire of their colleagues will then attempt to flank agents and come in to kill from behind&lt;br /&gt;
*Aliens SPAM brainsuckers; i&#039;ve faced waves of the things from the first battle!&lt;br /&gt;
*Aliens crouch, go prone and move around a lot more to use cover in a similar manner to the vanilla X-COM agents&lt;br /&gt;
*As per the Vanilla release, in tactical missions relating to cityscape activity, spitters will retreat to obscure places of the map to hide when the number of aliens are low. However, if X-COM take more than a few minutes (in real-time) or around 10 turns (in TB) to find the spitters, they will retreat to an exit and use the cityscape to infect another building keeping the presence of aliens in the cityscape for longer. They may or may not travel to the same location as escaping Anthropods and Skeletoids so it is possible that missions in which X-COM does not clear the map will result in lots more alien incidents in the cityscape later, albeit with weaker alien numbers.&lt;br /&gt;
*Spitters tend to group together en-masse (as the lore suggests that they can) and it is not uncommon to find five or more together&lt;br /&gt;
*Aliens &amp;quot;tagged&amp;quot; with a tracker gun will try to escape from combat to the cityscape; it appears the intent was to allow for players to follow aliens around the city much in the same way we were meant to be able to follow the VIPs of organisations (for which the cells were created). However, the Spitter is NOT meant to be an intelligent creature, so this may be why in Vanilla they simply sit around in cover waiting to be found.&lt;br /&gt;
*Brainsuckers will form in groups and rush at X-COM agents in waves&lt;br /&gt;
*Aliens armed with Brainsucker launchers will, if failing to find X-COM quickly, fire off all their pods, wait for them to hatch, then follow the wave of brainsuckers towards X-COM agent areas and armed civilians/gang members/police.&lt;br /&gt;
*Lone brainsuckers that cannot find another alien will attempt to leave the map to further alien infection of the city via the cityscape. This can result in alien activity missions in which there will only be a lone brainsucker, that can retreat again if not killed quickly. Forming a chain of alien activity missions across the cityscape until the brainsucker infects a civilian, VIP, X-COM or is killed; something that can be really frustrating if you are not quick to kill the alien. I guess this may be why the feature was removed from brainsucker behaviour but it&#039;s still pretty cool nonetheless and compliments the &amp;quot;cat and mouse&amp;quot; behaviour of other aliens in the beta.&lt;br /&gt;
*Brainsuckers WILL attack armed civilians to control them (I love this feature, so much more realistic to lore) and then direct those civilians towards known X-COM locations. There is however a bug in which brainsuckers occasionally try to attack UNARMED civilians which is pointless apart from adding to the civilian casualty figures.&lt;br /&gt;
*Brainsucked civilians or gang/police members that cannot form into groups will attempt to leave the map if they are injured and cause more alien incidents later. They can also trigger gang/police wars if a gang member is brainsucked and attacks a rival gang when returning to the cityscape&lt;br /&gt;
*Brainsucked civilians or gang/police members that are &amp;quot;tagged&amp;quot; with a tracker can be used to follow organisations that are being infiltrated by the aliens as when returning to the cityscape it appears that &amp;quot;tagged&amp;quot; units will try to fall back to the nearest building owned by a parent organisation or attack a building hostile to that organisation. I&#039;ve followed a brainsucked unit across the cityscape to attack one of my bases only minutes later, and having found more allies from the parent organisation before moving in!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;It appears from BETA play that the intent was to have a similar AI to X-COM for the aliens but it was drastically nerfed or removed in part by release to make play easier for newcomers to the game regardless of difficulty mode. -[[FilmBoy84]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Found an odd behavior of the poppers, in the demo version, they will hide, wait till anthropods or skeletpoids to pin down your agents before attacking, while in vanilla, they&#039;ll just attack you head on&lt;br /&gt;
**Yes, the same behaviour is in Beta. It&#039;s a much more effective use of poppers by the aliens and not easy to combat for first-time players.&lt;br /&gt;
**I guess this is why the behaviour was modified for some final release versions.&lt;br /&gt;
**Versions with the partially working &amp;quot;Learning AI&amp;quot; do use this strategy, but only after week 6 by which time poppers are easily one shotted by devastator/disruptor fire... So it&#039;s rare to see it succeeding.&lt;br /&gt;
**Best demonstrated under vanilla during battleship UFO investigations... Once you get through those tunnels and into the UFO entrance (but past the megaspawn) there are often poppers held in reserve there...&lt;br /&gt;
*Agents, Aliens and Others will all turn to face nearby sounds such as footsteps of other units... Not just their cries... This allows them to spot enemies sooner. - Tested by leaving agents in one spot facing all to the SE of the map. When the aliens approached the agents turned automatically towards the sound of them moving. Some agents also used that prompt to look for cover and use it.&lt;br /&gt;
*Agents that have wounds will move to cover and if equipped with a medkit AND a free hand will attempt to heal themselves if in Evasive/Cautious Mode. Aggressive Mode ignores this behaviour. If the agent does not have a free hand they do not reach for a medkit in their equipment.&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102183</id>
		<title>Info (Genesis)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102183"/>
		<updated>2021-07-01T12:55:12Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History of Genesis==&lt;br /&gt;
&lt;br /&gt;
On the 7th of December 1999, Hasbro Interactive announced that it would be cutting 2200 jobs, and shutting down the Alameda and Chapel Hill studios (Alameda being the original headquarters of Microprose). &lt;br /&gt;
&lt;br /&gt;
Dave Ellis (ex-designer of X-COM: Genesis) first opened a channel to the X-COM community back in April of 1998, on the X-COM Apocalypse Central WWWBoard, asking for ideas to be sent in for X-COM: Interceptor. This spawned great interest and an upsurge of activity. About 6 months later, in October 1998, Dave posted to the UFO Comm Centre and X-COM Central forums, announcing there was to be a new X-COM game, who&#039;s title was later revealed as X-COM: Genesis. He was asking for ideas from the fans. This was the start of a dream game that will never hit the shelves... &lt;br /&gt;
&lt;br /&gt;
Hasbro Interactive claimed they would continue with the game&#039;s development, but they didn&#039;t. X-COM: Genesis was cancelled and hasn&#039;t been worked on since. Since Infogrames took over there has not been any word on it, so it&#039;s assumed the game is definitely dead. &lt;br /&gt;
&lt;br /&gt;
On 2003 Dave Ellis gave an interview to the site [http://www.thelastoutpost.co.uk/ The Last Outpost] (available through this [http://www.thelastoutpost.co.uk/games/3 link]) where he discussed the storyline and concepts beyond Genesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heres the Genesis story setup (directly from the design document)}}&lt;br /&gt;
Its &#039;&#039;&#039;September 8, 2085,&#039;&#039;&#039; just eight days after X-COM closed the last dimension gate, and clean-up crews in Mega-Primus are still in the midst of clearing the rubble from the latest alien incursion (chronicled in X-COM Apocalypse).&lt;br /&gt;
&lt;br /&gt;
With no warning, all communications with Earth installations on Mars and in the asteroid belt are lost. Patrols sent to investigate are lost without a trace. X-COM places its Earth forces on alert, but they are still scattered and disorganized in the wake of the Third Alien War. To top it off, all the new weapons and defense systems based on the trans-dimensional aliens disruptor technology ceased to function the moment the dimension gate was shut, leaving Earth forces with ships and troops that are poorly equipped to deal with any major threat.&lt;br /&gt;
&lt;br /&gt;
Less than a half hour later, communications with Tranquility and the rest of the lunar colonies are cut off no warning of impending problems, just a complete cessation of comm traffic. Moments later, the Earth Defense Network satellites detect a massive alien fleet moving toward the planet. Every X-COM ship is immediately scrambled, but the battle is short and bloody. Less than an hour after its initial detection, the alien invasion fleet settles into Earth orbit.&lt;br /&gt;
&lt;br /&gt;
Moments later, the alien ground assault has begun.&lt;br /&gt;
&lt;br /&gt;
In the Frontier, 100 light-years from Earth, all official communications traffic from Earth and her in-system colonies and outposts is cut off without warning on &#039;&#039;&#039;September 8&#039;&#039;&#039;. Not knowing what has caused the situation, an immediate ban is placed on all commercial and military starship traffic between the Sol system and the Frontier.&lt;br /&gt;
&lt;br /&gt;
For weeks, there is no word whatsoever from Earth, and unmanned probes sent to investigate disappear without a trace. Then, starting on &#039;&#039;&#039;September 22&#039;&#039;&#039;, several tight-band transmissions are picked up by X-COM listening posts on the edge of the Frontier.&lt;br /&gt;
&lt;br /&gt;
The messages come Earth Force an ad-hoc group of human freedom fighters. The messages detailed the alien invasion. Every major city on the planet was now under alien control. &#039;&#039;&#039;[[Mega-Primus]]&#039;&#039;&#039;, the center of all X-COM forces on the planet, had been the first to fall. Every day, the aliens were spreading their forces farther over the face of the planet to either eradicate or enslave all humans in the outlying areas.&lt;br /&gt;
&lt;br /&gt;
For the time being, the soldiers of Earth Force were holding their own. Steering clear of the major cities, Earth Force squadrons had managed to secure and hold a number of small population and raw material acquisition centers on several continents, but the aliens were gaining ground daily. For security reasons, the individual Earth Force cells are not aware of the location of all of the other cells. The unfortunate consequence of this is that they are unable to mount a large-scale campaign against the aliens. With their forces thus scattered, it was only a matter of time before they had captured or killed every human on the planet.&lt;br /&gt;
&lt;br /&gt;
The leader of the freedom fighters, an ex-X-COM Captain named Carrie Ogawa, ended the last of the short transmissions with a plea for help. The aliens were pressing their offensive and forcing Earth Force troops into a purely defensive role. At best, the freedom fighters in the hardest hit areas could only be expected to survive for a month to six weeks. Unless X-COM could muster forces on the Frontier and send aid, Earth would be lost altogether.&lt;br /&gt;
&lt;br /&gt;
The X-COM commander makes immediate plans to send a huge force of X-COM ground troops, armed to the teeth, to investigate, and decides to take command of the mission personally. Accompanying the soldiers is a contingent of scientists and engineers to act as support crew to the military personnel. Their goal: to retake Earth and return humankind to dominance.&lt;br /&gt;
&lt;br /&gt;
Four Jamestown-class Star Ferries, huge long-range craft originally designed as self-contained bases to provide living and working facilities for colonists either on a planets surface or in orbit, are immediately moved into the orbital shipyards at Transtellar, where they are upgraded with the latest in lab and manufacturing facilities, detection and communications equipment, defensive shielding, and ship weaponry. Accompanying the Star Ferries is a fleet of Patton-class military cruisers.&lt;br /&gt;
&lt;br /&gt;
After the upgrades are complete, the four colony ships Jamestown, Botany Bay, Tranquility, and Yorktown are loaded with personnel and equipment. On &#039;&#039;&#039;October 12, 2085&#039;&#039;&#039;, they set a course for Earth and leap into hyperspace for the long journey home.&lt;br /&gt;
&lt;br /&gt;
The X-COM ships arrive at Earth on &#039;&#039;&#039;December 14&#039;&#039;&#039; after their two-month journey. Dropping out of hyperspace behind the Moon, the four ships minimize their power signatures so as not to be detected. As they move out of the Moons shadow, their sensors show nothing. Earth&#039;s space lanes are completely void of any spacecraft activity, alien or otherwise. The X-COM commander, aboard the Tranquility, orders the fleet to proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Suddenly, multiple spacecraft launches are detected on Earth. A fleet of alien ships takes to the skies on an intercept course, several heading toward each of the X-COM craft. The Star Ferries take evasive action and attempt to set an approach vector, while the Pattons join the battle in earnest. Intercept craft are launched to defend the large, slow moving craft but, despite their agility and firepower, they don&#039;t fare much better.&lt;br /&gt;
&lt;br /&gt;
The fight is short but fierce. Despite being severely outmatched the Pattons and the fighters inflict heavy damage on the alien fleet, taking out more than half of their ships. Still, the aliens gain the upper hand, and the X-COM battlecruisers are destroyed one by one. A number of the alien vessels break through the foundering X-COM fleet and proceed on an intercept course toward the Star Ferries.&lt;br /&gt;
&lt;br /&gt;
The Botany Bay is the first to succumb. Losing power, it drops like a rock into Earth&#039;s atmosphere. Yorktown and Jamestown quickly follow, each dropping out of view in a ball of flames.&lt;br /&gt;
&lt;br /&gt;
Soon it is Tranquility versus three alien vessels two cruisers and a light frigate. The Tranquility and her remaining fighter manage to take out the two cruisers but not before the control systems of the colony ship are critically damaged. The huge vessel follows the rest of the doomed X-COM fleet into the atmosphere. Relentless, the alien frigate continues its attack, following the Tranquility toward the surface.&lt;br /&gt;
&lt;br /&gt;
Through superhuman effort, the helmsman of the Tranquility manages to angle the ship toward an isolated wilderness area, adjusting the trajectory so that the ship isn&#039;t destroyed on impact. Tranquility hits the ground with tremendous force nonetheless, ripping a huge furrow in the ground miles long, and almost completely burying most of the ships superstructure. Despite suffering a great deal of damage and a huge number of casualties, the Tranquility has made it to Earth.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the alien frigate is right there with her. Luckily, the Tranquilitys scanners show that no transmission has yet been sent to indicate the location of the crash site. Acting quickly, the X-COM commander assesses the situation and musters a small team of soldiers. Armed only with what they are able to scavenge from the Tranquilitys hangar deck area, the team exits the ship and launches a squad assault on the alien vessel.&lt;br /&gt;
&lt;br /&gt;
Apparently, the alien craft suffered more damage than was anticipated. Most of its crew is dead, and the remaining aliens are scattered throughout the ship and in the impact crater created by the Tranquilitys less than perfect landing.&lt;br /&gt;
&lt;br /&gt;
The aliens manage to mount moderate resistance. Although the fight is far from easy the aliens have a distinct advantage under cover of darkness it is relatively short. The X-COM squad is victorious they manage to eliminate all of the frigates crew before they can get off a message as to the whereabouts of the crash site.&lt;br /&gt;
&lt;br /&gt;
Fearing that the alien craft will be discovered, the X-COM commander orders it destroyed. Scavenging all they can beforehand, the X-COM squad sets explosive charges in the frigates power core, destroying the vessel.&lt;br /&gt;
&lt;br /&gt;
Safe for the moment, the X-COM commander turns to the task of mustering whats left of his crew and getting on with the mission they were sent here to perform a mission that will now be much more difficult than originally anticipated. &lt;br /&gt;
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heres mission types: (directly from the design document)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO Search and Recovery:&#039;&#039;&#039; Soldiers are sent to the site of a UFO that has been downed by an interceptor. The goal of the mission is to kill or capture the surviving aliens and recover as much as possible from the wreckage of the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO Assault:&#039;&#039;&#039; Soldiers are sent to the site of an intact UFO that has landed. Although this mission is usually much more difficult than the Search and Recovery mission where some of the alien crew is always killed in the crash, the goals are essentially the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Mission:&#039;&#039;&#039; Soldiers are sent to a human-controlled city where a group of alien terrorists are attempting to kill or enslave the human population and take control of the city. The goal is to eliminate or capture all the attacking aliens, while also preventing as many civilians as possible from getting killed in the process. Success in Terror Missions is much more imperative in Genesis, since every human city that falls under alien control reduces the players monthly resource income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation Mission:&#039;&#039;&#039; Soldiers are sent to an alien-controlled city or facility (such as a labor camp) to wrest control from the alien captors. The goal is identical to that of a Terror Mission. The difference here is that the aliens are already entrenched, which makes it a much more difficult endeavor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Facility Assault:&#039;&#039;&#039; Soldiers are sent to the site of an alien facility. The goal of the mission is to eliminate or capture all of the aliens and recover as much as possible from the facility. In Genesis, this mission category encompasses a number of different mission sub-types, each of which takes place at a different alien facility. Alien facilities include bases, prison camps, weapons depots, communication centers, and UFO bases. The result of a successful mission at each different facility yields a different kind of reward for the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-COM Base Defense:&#039;&#039;&#039; Aliens invade one of the players bases. The soldiers therein must defend the base. The goal (obviously) is to kill or capture all the invading aliens. As in Apocalypse, some of the scientists and engineers stationed at the base may be present during the attack. If this is the case, the player is in control of them they can do what the soldiers can do, albeit less effectively but the primary goal where they are concerned is to keep them safe. Non-combat personnel should be used in battle only as a last resort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripted Missions:&#039;&#039;&#039; The game includes a variety of scripted missions that play pivotal roles in Genesis&#039;s story progression. One example is the first mission of the game, which is always the same. Other scripted missions will be developed as the design progresses. There will be up to 20 scripted missions in Genesis, all of which may or may not appear in any one game.&lt;br /&gt;
&lt;br /&gt;
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Dave Ellis: Genesis by cyke&#039;&#039;&#039; at &#039;&#039;http://www.thelastoutpost.co.uk/games/dave-ellis-genesis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
To honor the X-COM: Genesis team, I am listing the credits with names and roles. Here we go. &lt;br /&gt;
&lt;br /&gt;
Adam Cogan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Cloward - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Lichius - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Brian Hagan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;William &#039;Dink&#039; Thompson - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Eric Peterson - Art Director &lt;br /&gt;
&amp;lt;br&amp;gt;Henry Schwetzke - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremiah Washburn - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremy Bernal - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Mike McClelland - Lead Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Hugh Ackerman - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Marc Racine - Producer &lt;br /&gt;
&amp;lt;br&amp;gt;Dave Ellis - Designer &lt;br /&gt;
&amp;lt;br&amp;gt;Wayne Harvey - Lead Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Rico Stenson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Kevin Nelson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Chris Nash - Programmer &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;William Denman - Studio Head&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102182</id>
		<title>Info (Genesis)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102182"/>
		<updated>2021-07-01T12:50:56Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History of Genesis==&lt;br /&gt;
&lt;br /&gt;
On the 7th of December 1999, Hasbro Interactive announced that it would be cutting 2200 jobs, and shutting down the Alameda and Chapel Hill studios (Alameda being the original headquarters of Microprose). &lt;br /&gt;
&lt;br /&gt;
Dave Ellis (ex-designer of X-COM: Genesis) first opened a channel to the X-COM community back in April of 1998, on the X-COM Apocalypse Central WWWBoard, asking for ideas to be sent in for X-COM: Interceptor. This spawned great interest and an upsurge of activity. About 6 months later, in October 1998, Dave posted to the UFO Comm Centre and X-COM Central forums, announcing there was to be a new X-COM game, who&#039;s title was later revealed as X-COM: Genesis. He was asking for ideas from the fans. This was the start of a dream game that will never hit the shelves... &lt;br /&gt;
&lt;br /&gt;
Hasbro Interactive claimed they would continue with the game&#039;s development, but they didn&#039;t. X-COM: Genesis was cancelled and hasn&#039;t been worked on since. Since Infogrames took over there has not been any word on it, so it&#039;s assumed the game is definitely dead. &lt;br /&gt;
&lt;br /&gt;
On 2003 Dave Ellis gave an interview to the site [http://www.thelastoutpost.co.uk/ The Last Outpost] (available through this [http://www.thelastoutpost.co.uk/games/3 link]) where he discussed the storyline and concepts beyond Genesis.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heres the Genesis story setup (directly from the design document)}}&lt;br /&gt;
Its September 8, 2085, just eight days after X-COM closed the last dimension gate, and clean-up crews in Mega-Primus are still in the midst of clearing the rubble from the latest alien incursion (chronicled in X-COM Apocalypse).&lt;br /&gt;
&lt;br /&gt;
With no warning, all communications with Earth installations on Mars and in the asteroid belt are lost. Patrols sent to investigate are lost without a trace. X-COM places its Earth forces on alert, but they are still scattered and disorganized in the wake of the Third Alien War. To top it off, all the new weapons and defense systems based on the trans-dimensional aliens disruptor technology ceased to function the moment the dimension gate was shut, leaving Earth forces with ships and troops that are poorly equipped to deal with any major threat.&lt;br /&gt;
&lt;br /&gt;
Less than a half hour later, communications with Tranquility and the rest of the lunar colonies are cut off no warning of impending problems, just a complete cessation of comm traffic. Moments later, the Earth Defense Network satellites detect a massive alien fleet moving toward the planet. Every X-COM ship is immediately scrambled, but the battle is short and bloody. Less than an hour after its initial detection, the alien invasion fleet settles into Earth orbit.&lt;br /&gt;
&lt;br /&gt;
Moments later, the alien ground assault has begun.&lt;br /&gt;
&lt;br /&gt;
In the Frontier, 100 light-years from Earth, all official communications traffic from Earth and her in-system colonies and outposts is cut off without warning on September 8. Not knowing what has caused the situation, an immediate ban is placed on all commercial and military starship traffic between the Sol system and the Frontier.&lt;br /&gt;
&lt;br /&gt;
For weeks, there is no word whatsoever from Earth, and unmanned probes sent to investigate disappear without a trace. Then, starting on September 22, several tight-band transmissions are picked up by X-COM listening posts on the edge of the Frontier.&lt;br /&gt;
&lt;br /&gt;
The messages come Earth Force an ad-hoc group of human freedom fighters. The messages detailed the alien invasion. Every major city on the planet was now under alien control. Mega-Primus, the center of all X-COM forces on the planet, had been the first to fall. Every day, the aliens were spreading their forces farther over the face of the planet to either eradicate or enslave all humans in the outlying areas.&lt;br /&gt;
&lt;br /&gt;
For the time being, the soldiers of Earth Force were holding their own. Steering clear of the major cities, Earth Force squadrons had managed to secure and hold a number of small population and raw material acquisition centers on several continents, but the aliens were gaining ground daily. For security reasons, the individual Earth Force cells are not aware of the location of all of the other cells. The unfortunate consequence of this is that they are unable to mount a large-scale campaign against the aliens. With their forces thus scattered, it was only a matter of time before they had captured or killed every human on the planet.&lt;br /&gt;
&lt;br /&gt;
The leader of the freedom fighters, an ex-X-COM Captain named Carrie Ogawa, ended the last of the short transmissions with a plea for help. The aliens were pressing their offensive and forcing Earth Force troops into a purely defensive role. At best, the freedom fighters in the hardest hit areas could only be expected to survive for a month to six weeks. Unless X-COM could muster forces on the Frontier and send aid, Earth would be lost altogether.&lt;br /&gt;
&lt;br /&gt;
The X-COM commander makes immediate plans to send a huge force of X-COM ground troops, armed to the teeth, to investigate, and decides to take command of the mission personally. Accompanying the soldiers is a contingent of scientists and engineers to act as support crew to the military personnel. Their goal: to retake Earth and return humankind to dominance.&lt;br /&gt;
&lt;br /&gt;
Four Jamestown-class Star Ferries, huge long-range craft originally designed as self-contained bases to provide living and working facilities for colonists either on a planets surface or in orbit, are immediately moved into the orbital shipyards at Transtellar, where they are upgraded with the latest in lab and manufacturing facilities, detection and communications equipment, defensive shielding, and ship weaponry. Accompanying the Star Ferries is a fleet of Patton-class military cruisers.&lt;br /&gt;
&lt;br /&gt;
After the upgrades are complete, the four colony ships Jamestown, Botany Bay, Tranquility, and Yorktown are loaded with personnel and equipment. On October 12, 2085, they set a course for Earth and leap into hyperspace for the long journey home.&lt;br /&gt;
&lt;br /&gt;
The X-COM ships arrive at Earth on December 14 after their two-month journey. Dropping out of hyperspace behind the Moon, the four ships minimize their power signatures so as not to be detected. As they move out of the Moons shadow, their sensors show nothing. Earth&#039;s space lanes are completely void of any spacecraft activity, alien or otherwise. The X-COM commander, aboard the Tranquility, orders the fleet to proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Suddenly, multiple spacecraft launches are detected on Earth. A fleet of alien ships takes to the skies on an intercept course, several heading toward each of the X-COM craft. The Star Ferries take evasive action and attempt to set an approach vector, while the Pattons join the battle in earnest. Intercept craft are launched to defend the large, slow moving craft but, despite their agility and firepower, they don&#039;t fare much better.&lt;br /&gt;
&lt;br /&gt;
The fight is short but fierce. Despite being severely outmatched the Pattons and the fighters inflict heavy damage on the alien fleet, taking out more than half of their ships. Still, the aliens gain the upper hand, and the X-COM battlecruisers are destroyed one by one. A number of the alien vessels break through the foundering X-COM fleet and proceed on an intercept course toward the Star Ferries.&lt;br /&gt;
&lt;br /&gt;
The Botany Bay is the first to succumb. Losing power, it drops like a rock into Earth&#039;s atmosphere. Yorktown and Jamestown quickly follow, each dropping out of view in a ball of flames.&lt;br /&gt;
&lt;br /&gt;
Soon it is Tranquility versus three alien vessels two cruisers and a light frigate. The Tranquility and her remaining fighter manage to take out the two cruisers but not before the control systems of the colony ship are critically damaged. The huge vessel follows the rest of the doomed X-COM fleet into the atmosphere. Relentless, the alien frigate continues its attack, following the Tranquility toward the surface.&lt;br /&gt;
&lt;br /&gt;
Through superhuman effort, the helmsman of the Tranquility manages to angle the ship toward an isolated wilderness area, adjusting the trajectory so that the ship isn&#039;t destroyed on impact. Tranquility hits the ground with tremendous force nonetheless, ripping a huge furrow in the ground miles long, and almost completely burying most of the ships superstructure. Despite suffering a great deal of damage and a huge number of casualties, the Tranquility has made it to Earth.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the alien frigate is right there with her. Luckily, the Tranquilitys scanners show that no transmission has yet been sent to indicate the location of the crash site. Acting quickly, the X-COM commander assesses the situation and musters a small team of soldiers. Armed only with what they are able to scavenge from the Tranquilitys hangar deck area, the team exits the ship and launches a squad assault on the alien vessel.&lt;br /&gt;
&lt;br /&gt;
Apparently, the alien craft suffered more damage than was anticipated. Most of its crew is dead, and the remaining aliens are scattered throughout the ship and in the impact crater created by the Tranquilitys less than perfect landing.&lt;br /&gt;
&lt;br /&gt;
The aliens manage to mount moderate resistance. Although the fight is far from easy the aliens have a distinct advantage under cover of darkness it is relatively short. The X-COM squad is victorious they manage to eliminate all of the frigates crew before they can get off a message as to the whereabouts of the crash site.&lt;br /&gt;
&lt;br /&gt;
Fearing that the alien craft will be discovered, the X-COM commander orders it destroyed. Scavenging all they can beforehand, the X-COM squad sets explosive charges in the frigates power core, destroying the vessel.&lt;br /&gt;
&lt;br /&gt;
Safe for the moment, the X-COM commander turns to the task of mustering whats left of his crew and getting on with the mission they were sent here to perform a mission that will now be much more difficult than originally anticipated. &lt;br /&gt;
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heres mission types: (directly from the design document)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO Search and Recovery:&#039;&#039;&#039; Soldiers are sent to the site of a UFO that has been downed by an interceptor. The goal of the mission is to kill or capture the surviving aliens and recover as much as possible from the wreckage of the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFO Assault:&#039;&#039;&#039; Soldiers are sent to the site of an intact UFO that has landed. Although this mission is usually much more difficult than the Search and Recovery mission where some of the alien crew is always killed in the crash, the goals are essentially the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Mission:&#039;&#039;&#039; Soldiers are sent to a human-controlled city where a group of alien terrorists are attempting to kill or enslave the human population and take control of the city. The goal is to eliminate or capture all the attacking aliens, while also preventing as many civilians as possible from getting killed in the process. Success in Terror Missions is much more imperative in Genesis, since every human city that falls under alien control reduces the players monthly resource income.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberation Mission:&#039;&#039;&#039; Soldiers are sent to an alien-controlled city or facility (such as a labor camp) to wrest control from the alien captors. The goal is identical to that of a Terror Mission. The difference here is that the aliens are already entrenched, which makes it a much more difficult endeavor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Facility Assault:&#039;&#039;&#039; Soldiers are sent to the site of an alien facility. The goal of the mission is to eliminate or capture all of the aliens and recover as much as possible from the facility. In Genesis, this mission category encompasses a number of different mission sub-types, each of which takes place at a different alien facility. Alien facilities include bases, prison camps, weapons depots, communication centers, and UFO bases. The result of a successful mission at each different facility yields a different kind of reward for the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-COM Base Defense:&#039;&#039;&#039; Aliens invade one of the players bases. The soldiers therein must defend the base. The goal (obviously) is to kill or capture all the invading aliens. As in Apocalypse, some of the scientists and engineers stationed at the base may be present during the attack. If this is the case, the player is in control of them they can do what the soldiers can do, albeit less effectively but the primary goal where they are concerned is to keep them safe. Non-combat personnel should be used in battle only as a last resort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripted Missions:&#039;&#039;&#039; The game includes a variety of scripted missions that play pivotal roles in Genesis&#039;s story progression. One example is the first mission of the game, which is always the same. Other scripted missions will be developed as the design progresses. There will be up to 20 scripted missions in Genesis, all of which may or may not appear in any one game.&lt;br /&gt;
&lt;br /&gt;
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Dave Ellis: Genesis by cyke&#039;&#039;&#039; at &#039;&#039;http://www.thelastoutpost.co.uk/games/dave-ellis-genesis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
To honor the X-COM: Genesis team, I am listing the credits with names and roles. Here we go. &lt;br /&gt;
&lt;br /&gt;
Adam Cogan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Cloward - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Lichius - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Brian Hagan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;William &#039;Dink&#039; Thompson - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Eric Peterson - Art Director &lt;br /&gt;
&amp;lt;br&amp;gt;Henry Schwetzke - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremiah Washburn - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremy Bernal - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Mike McClelland - Lead Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Hugh Ackerman - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Marc Racine - Producer &lt;br /&gt;
&amp;lt;br&amp;gt;Dave Ellis - Designer &lt;br /&gt;
&amp;lt;br&amp;gt;Wayne Harvey - Lead Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Rico Stenson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Kevin Nelson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Chris Nash - Programmer &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;William Denman - Studio Head&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102181</id>
		<title>Info (Genesis)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Genesis)&amp;diff=102181"/>
		<updated>2021-07-01T12:33:58Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History of Genesis==&lt;br /&gt;
&lt;br /&gt;
On the 7th of December 1999, Hasbro Interactive announced that it would be cutting 2200 jobs, and shutting down the Alameda and Chapel Hill studios (Alameda being the original headquarters of Microprose). &lt;br /&gt;
&lt;br /&gt;
Dave Ellis (ex-designer of X-COM: Genesis) first opened a channel to the X-COM community back in April of 1998, on the X-COM Apocalypse Central WWWBoard, asking for ideas to be sent in for X-COM: Interceptor. This spawned great interest and an upsurge of activity. About 6 months later, in October 1998, Dave posted to the UFO Comm Centre and X-COM Central forums, announcing there was to be a new X-COM game, who&#039;s title was later revealed as X-COM: Genesis. He was asking for ideas from the fans. This was the start of a dream game that will never hit the shelves... &lt;br /&gt;
&lt;br /&gt;
Hasbro Interactive claimed they would continue with the game&#039;s development, but they didn&#039;t. X-COM: Genesis was cancelled and hasn&#039;t been worked on since. Since Infogrames took over there has not been any word on it, so it&#039;s assumed the game is definitely dead. &lt;br /&gt;
&lt;br /&gt;
On 2003 Dave Ellis gave an interview to the site [http://www.thelastoutpost.co.uk/ The Last Outpost] (available through this [http://www.thelastoutpost.co.uk/games/3 link]) where he discussed the storyline and concepts beyond Genesis.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Heres the Genesis story setup (directly from the design document)}}&lt;br /&gt;
Its September 8, 2085, just eight days after X-COM closed the last dimension gate, and clean-up crews in Mega-Primus are still in the midst of clearing the rubble from the latest alien incursion (chronicled in X-COM Apocalypse).&lt;br /&gt;
&lt;br /&gt;
With no warning, all communications with Earth installations on Mars and in the asteroid belt are lost. Patrols sent to investigate are lost without a trace. X-COM places its Earth forces on alert, but they are still scattered and disorganized in the wake of the Third Alien War. To top it off, all the new weapons and defense systems based on the trans-dimensional aliens disruptor technology ceased to function the moment the dimension gate was shut, leaving Earth forces with ships and troops that are poorly equipped to deal with any major threat.&lt;br /&gt;
&lt;br /&gt;
Less than a half hour later, communications with Tranquility and the rest of the lunar colonies are cut off no warning of impending problems, just a complete cessation of comm traffic. Moments later, the Earth Defense Network satellites detect a massive alien fleet moving toward the planet. Every X-COM ship is immediately scrambled, but the battle is short and bloody. Less than an hour after its initial detection, the alien invasion fleet settles into Earth orbit.&lt;br /&gt;
&lt;br /&gt;
Moments later, the alien ground assault has begun.&lt;br /&gt;
&lt;br /&gt;
In the Frontier, 100 light-years from Earth, all official communications traffic from Earth and her in-system colonies and outposts is cut off without warning on September 8. Not knowing what has caused the situation, an immediate ban is placed on all commercial and military starship traffic between the Sol system and the Frontier.&lt;br /&gt;
&lt;br /&gt;
For weeks, there is no word whatsoever from Earth, and unmanned probes sent to investigate disappear without a trace. Then, starting on September 22, several tight-band transmissions are picked up by X-COM listening posts on the edge of the Frontier.&lt;br /&gt;
&lt;br /&gt;
The messages come Earth Force an ad-hoc group of human freedom fighters. The messages detailed the alien invasion. Every major city on the planet was now under alien control. Mega-Primus, the center of all X-COM forces on the planet, had been the first to fall. Every day, the aliens were spreading their forces farther over the face of the planet to either eradicate or enslave all humans in the outlying areas.&lt;br /&gt;
&lt;br /&gt;
For the time being, the soldiers of Earth Force were holding their own. Steering clear of the major cities, Earth Force squadrons had managed to secure and hold a number of small population and raw material acquisition centers on several continents, but the aliens were gaining ground daily. For security reasons, the individual Earth Force cells are not aware of the location of all of the other cells. The unfortunate consequence of this is that they are unable to mount a large-scale campaign against the aliens. With their forces thus scattered, it was only a matter of time before they had captured or killed every human on the planet.&lt;br /&gt;
&lt;br /&gt;
The leader of the freedom fighters, an ex-X-COM Captain named Carrie Ogawa, ended the last of the short transmissions with a plea for help. The aliens were pressing their offensive and forcing Earth Force troops into a purely defensive role. At best, the freedom fighters in the hardest hit areas could only be expected to survive for a month to six weeks. Unless X-COM could muster forces on the Frontier and send aid, Earth would be lost altogether.&lt;br /&gt;
&lt;br /&gt;
The X-COM commander makes immediate plans to send a huge force of X-COM ground troops, armed to the teeth, to investigate, and decides to take command of the mission personally. Accompanying the soldiers is a contingent of scientists and engineers to act as support crew to the military personnel. Their goal: to retake Earth and return humankind to dominance.&lt;br /&gt;
&lt;br /&gt;
Four Jamestown-class Star Ferries, huge long-range craft originally designed as self-contained bases to provide living and working facilities for colonists either on a planets surface or in orbit, are immediately moved into the orbital shipyards at Transtellar, where they are upgraded with the latest in lab and manufacturing facilities, detection and communications equipment, defensive shielding, and ship weaponry. Accompanying the Star Ferries is a fleet of Patton-class military cruisers.&lt;br /&gt;
&lt;br /&gt;
After the upgrades are complete, the four colony ships Jamestown, Botany Bay, Tranquility, and Yorktown are loaded with personnel and equipment. On October 12, 2085, they set a course for Earth and leap into hyperspace for the long journey home.&lt;br /&gt;
&lt;br /&gt;
The X-COM ships arrive at Earth on December 14 after their two-month journey. Dropping out of hyperspace behind the Moon, the four ships minimize their power signatures so as not to be detected. As they move out of the Moons shadow, their sensors show nothing. Earth&#039;s space lanes are completely void of any spacecraft activity, alien or otherwise. The X-COM commander, aboard the Tranquility, orders the fleet to proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Suddenly, multiple spacecraft launches are detected on Earth. A fleet of alien ships takes to the skies on an intercept course, several heading toward each of the X-COM craft. The Star Ferries take evasive action and attempt to set an approach vector, while the Pattons join the battle in earnest. Intercept craft are launched to defend the large, slow moving craft but, despite their agility and firepower, they don&#039;t fare much better.&lt;br /&gt;
&lt;br /&gt;
The fight is short but fierce. Despite being severely outmatched the Pattons and the fighters inflict heavy damage on the alien fleet, taking out more than half of their ships. Still, the aliens gain the upper hand, and the X-COM battlecruisers are destroyed one by one. A number of the alien vessels break through the foundering X-COM fleet and proceed on an intercept course toward the Star Ferries.&lt;br /&gt;
&lt;br /&gt;
The Botany Bay is the first to succumb. Losing power, it drops like a rock into Earth&#039;s atmosphere. Yorktown and Jamestown quickly follow, each dropping out of view in a ball of flames.&lt;br /&gt;
&lt;br /&gt;
Soon it is Tranquility versus three alien vessels two cruisers and a light frigate. The Tranquility and her remaining fighter manage to take out the two cruisers but not before the control systems of the colony ship are critically damaged. The huge vessel follows the rest of the doomed X-COM fleet into the atmosphere. Relentless, the alien frigate continues its attack, following the Tranquility toward the surface.&lt;br /&gt;
&lt;br /&gt;
Through superhuman effort, the helmsman of the Tranquility manages to angle the ship toward an isolated wilderness area, adjusting the trajectory so that the ship isn&#039;t destroyed on impact. Tranquility hits the ground with tremendous force nonetheless, ripping a huge furrow in the ground miles long, and almost completely burying most of the ships superstructure. Despite suffering a great deal of damage and a huge number of casualties, the Tranquility has made it to Earth.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the alien frigate is right there with her. Luckily, the Tranquilitys scanners show that no transmission has yet been sent to indicate the location of the crash site. Acting quickly, the X-COM commander assesses the situation and musters a small team of soldiers. Armed only with what they are able to scavenge from the Tranquilitys hangar deck area, the team exits the ship and launches a squad assault on the alien vessel.&lt;br /&gt;
&lt;br /&gt;
Apparently, the alien craft suffered more damage than was anticipated. Most of its crew is dead, and the remaining aliens are scattered throughout the ship and in the impact crater created by the Tranquilitys less than perfect landing.&lt;br /&gt;
&lt;br /&gt;
The aliens manage to mount moderate resistance. Although the fight is far from easy the aliens have a distinct advantage under cover of darkness it is relatively short. The X-COM squad is victorious they manage to eliminate all of the frigates crew before they can get off a message as to the whereabouts of the crash site.&lt;br /&gt;
&lt;br /&gt;
Fearing that the alien craft will be discovered, the X-COM commander orders it destroyed. Scavenging all they can beforehand, the X-COM squad sets explosive charges in the frigates power core, destroying the vessel.&lt;br /&gt;
&lt;br /&gt;
Safe for the moment, the X-COM commander turns to the task of mustering whats left of his crew and getting on with the mission they were sent here to perform a mission that will now be much more difficult than originally anticipated. &lt;br /&gt;
{{Ref Close| source = http://www.thelastoutpost.co.uk/games/dave-ellis-genesis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Dave Ellis: Genesis by cyke&#039;&#039;&#039; at &#039;&#039;http://www.thelastoutpost.co.uk/games/dave-ellis-genesis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
To honor the X-COM: Genesis team, I am listing the credits with names and roles. Here we go. &lt;br /&gt;
&lt;br /&gt;
Adam Cogan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Cloward - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Ben Lichius - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Brian Hagan - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;William &#039;Dink&#039; Thompson - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Eric Peterson - Art Director &lt;br /&gt;
&amp;lt;br&amp;gt;Henry Schwetzke - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremiah Washburn - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Jeremy Bernal - Senior Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Mike McClelland - Lead Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Hugh Ackerman - Artist &lt;br /&gt;
&amp;lt;br&amp;gt;Marc Racine - Producer &lt;br /&gt;
&amp;lt;br&amp;gt;Dave Ellis - Designer &lt;br /&gt;
&amp;lt;br&amp;gt;Wayne Harvey - Lead Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Rico Stenson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Kevin Nelson - Programmer &lt;br /&gt;
&amp;lt;br&amp;gt;Chris Nash - Programmer &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;William Denman - Studio Head&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Enforcer)&amp;diff=102180</id>
		<title>Info (Enforcer)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Enforcer)&amp;diff=102180"/>
		<updated>2021-06-30T17:04:21Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:XEnforcerteam.jpg|300px|right|In case there is some bounty hunters around]] &lt;br /&gt;
==Info==&lt;br /&gt;
A 3rd person 3D arcade game, developed by MicroProse, where you are the combat robot named Enforcer. Your objective is to save people and kill aliens at more then 30 different levels. However, this game lacks a storyline and isn&#039;t related to X-Com at all.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
The game is set during the First Alien War in 1999. Unmentioned in the storyline as played out by UFO: Enemy Unknown, funding was being provided to a program tasked with creating the ultimate robot warrior and led by a Professor Able Standard. However, owing to funding cuts by nations involved with the X-COM program, they were forced to abandon the project. Professor Standard refused to stop the project, carrying it on in secret in the Nevada desert. On completion, Enforcer was unleashed on the invading alien hordes.&lt;br /&gt;
&lt;br /&gt;
Set during the first alien war, the game follows Enforcer as he defeats alien forces throughout the United States, including several special alien creations aimed to destroy him. In the end, Able Standard discovers the alien mothership, which is behind the recent attacks on Earth. It is about to unleash an attack on Earth, and only Enforcer can stop it. Even though the professor is mortally wounded by aliens, he, in his last moments, sends Enforcer through a teleport right to the mothership. Eventually this leads to a showdown with a cloaked alien leader known as &amp;quot;High Ethereal&amp;quot;, who taunts the Enforcer, and after the Ethereal is defeated the mothership self-destructs and Enforcer is jettisoned into space, with the scientist&#039;s dying words echoing through its mind before fading to black.&lt;br /&gt;
&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
*Windows 95/98/ME&lt;br /&gt;
*Pentium 233MHz with hardware acceleration, Pentium 266MHz w/o acceleration&lt;br /&gt;
*32MB RAM&lt;br /&gt;
*8x CD-ROM Drive&lt;br /&gt;
*Hard drive (500MB free)&lt;br /&gt;
*4MB Windows 95/98/ME compatible SVGA video card (DirectX 8.0 compatible)&lt;br /&gt;
*1MB Windows 95/98/ME compatible sound card (DirectX 8.0 compatible)&lt;br /&gt;
*DirectX v8.0 (included) or higher&lt;br /&gt;
*56kbps modem (for internet play)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended&#039;&#039;&#039;&lt;br /&gt;
*Windows 95/98/ME&lt;br /&gt;
*Pentium 400MHz with hardware acceleration&lt;br /&gt;
*64MB RAM or higher&lt;br /&gt;
*8x CD-ROM Drive&lt;br /&gt;
*Hard drive (500MB free)&lt;br /&gt;
*3D Accelerator (Voodoo, TNT, GeForce families) video card&lt;br /&gt;
*1MB Windows 95/98/ME compatible sound card (DirectX 8.0 compatible)&lt;br /&gt;
*DirectX v8.0 (included) or higher&lt;br /&gt;
*Broadband Internet Connection (for internet play)&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&#039;&#039;&#039;Hunt Valley Studio&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Infogrames Interactive&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Producer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Martin DeRiso&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Programmer/Designer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Will Gee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programmers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Esko&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Romano&amp;lt;br&amp;gt;&lt;br /&gt;
Beipei Shi&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hunt Valley QA Team&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM Enforcer Team&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HV Art Director&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Murray Taylor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Artist&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
David Thompson&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Designers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kevin Boehm&amp;lt;br&amp;gt;&lt;br /&gt;
Charlie Shenton&amp;lt;br&amp;gt;&lt;br /&gt;
Jeff Skalski&amp;lt;br&amp;gt;&lt;br /&gt;
Chad Steingraber&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
David Austin&amp;lt;br&amp;gt;&lt;br /&gt;
Matt Bell&amp;lt;br&amp;gt;&lt;br /&gt;
Todd Bilger&amp;lt;br&amp;gt;&lt;br /&gt;
Evan Brown&amp;lt;br&amp;gt;&lt;br /&gt;
Jim Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Erik Ehoff&amp;lt;br&amp;gt;&lt;br /&gt;
Kat Garcia&amp;lt;br&amp;gt;&lt;br /&gt;
Bob Kathman&amp;lt;br&amp;gt;&lt;br /&gt;
Sam Laskowski&amp;lt;br&amp;gt;&lt;br /&gt;
Chun Lu&amp;lt;br&amp;gt;&lt;br /&gt;
Barb Miller&amp;lt;br&amp;gt;&lt;br /&gt;
Nurray Taylor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Roland Rizzo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gary Spinrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-COM Guru&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Clark&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Martin DeRiso&amp;lt;br&amp;gt;&lt;br /&gt;
with Hunt Valley&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enforcer and Boss Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gary Spinrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professor Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Andrew Thatcher&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ellie Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Jim Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Jason Gleason&amp;lt;br&amp;gt;&lt;br /&gt;
Stacey Tranter&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Gutknecht&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Leads&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Barry Caudill&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Doug Atwell&amp;lt;br&amp;gt;&lt;br /&gt;
Ellie Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Ty Fleet&amp;lt;br&amp;gt;&lt;br /&gt;
Grant Frazier&amp;lt;br&amp;gt;&lt;br /&gt;
Jason Gleason&amp;lt;br&amp;gt;&lt;br /&gt;
Rex Martin&amp;lt;br&amp;gt;&lt;br /&gt;
Tim McCracken&amp;lt;br&amp;gt;&lt;br /&gt;
Steve Purdie&amp;lt;br&amp;gt;&lt;br /&gt;
Sal Saccheri&amp;lt;br&amp;gt;&lt;br /&gt;
Jeff Smith&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
Shawn Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beverly Office&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Infogrames Interactive&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Product Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Matt Collins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director of Marketing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Goodreau&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manager of Creative Services&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Steve Martin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manager of Editorial &amp;amp; Documentation Services&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elizabeth Mackney&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Designers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Paul Anselmi&amp;lt;br&amp;gt;&lt;br /&gt;
Morgan Tomaiolo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manual Editor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Russell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copywriter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Paul Collin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director of Quality Assurance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Michael Craighead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Certification Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kurt Boutin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Certification Lead&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jonathan Chmura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Andrew Luckett&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Supervisor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Dan Luton&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardware Compatibility Testing Lab&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alan Clark&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Knaggs&amp;lt;br&amp;gt;&lt;br /&gt;
Matthew Nation&amp;lt;br&amp;gt;&lt;br /&gt;
Ian Palfrey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Testing Managers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Bill Carroll&amp;lt;br&amp;gt;&lt;br /&gt;
Randy Lee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tester&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Charles Lane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Thanks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Bowling&amp;lt;br&amp;gt;&lt;br /&gt;
Christopher Coon&amp;lt;br&amp;gt;&lt;br /&gt;
Alex Delucia&amp;lt;br&amp;gt;&lt;br /&gt;
Adrian Scotney&amp;lt;br&amp;gt;&lt;br /&gt;
HV Alliance Team&amp;lt;br&amp;gt;&lt;br /&gt;
UK Alliance Team&amp;lt;br&amp;gt;&lt;br /&gt;
Peter Matiss &amp;amp; Mitch Soule @ RAD Game Tools&amp;lt;br&amp;gt;&lt;br /&gt;
Liam Byrne &amp;amp; Carlo Vogelsang @ Creative Labs&amp;lt;br&amp;gt;&lt;br /&gt;
Jarrod Phillips &amp;amp; Chip Moesher &amp;amp; Co. @ h0use of m0ves&amp;lt;br&amp;gt;&lt;br /&gt;
Byron @ X-COMMAND&amp;lt;br&amp;gt;&lt;br /&gt;
Cyke @ Alliance-X&amp;lt;br&amp;gt;&lt;br /&gt;
Richard &amp;amp; Dave @ PCTEST&lt;br /&gt;
&lt;br /&gt;
== XCOM Enforcer reuses assets from Alliance==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcom_alliance_30.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_31.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_32.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_33.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_34.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_35.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_36.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_37.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_38.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_39.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_40.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_41.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_42.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_43.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_44.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ascidians&amp;diff=102179</id>
		<title>Ascidians</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ascidians&amp;diff=102179"/>
		<updated>2021-06-30T16:11:27Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ascidians were an alien species planned to be included in the cancelled X-COM FPS game, X-COM Alliance. They were assisted by X-COM, and helped their Human allies battle the fearsome threat who had returned after their defeat in Enemy unknown.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Story&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
When an X-COM crew, stationed on the lost ship &amp;quot;UGS Patton&amp;quot; accidentally flies through an inter-dimensional worm hole, they are shocked to find remnants of the alien creatures from Enemy Unknown inside. The alien menace, who had once before threatened humanity in The First Alien War, had turned their sights to the Ascidians, the natives of this other realm. Humanity, who had been in the Ascidians&#039; position many years in the past, decided to help them, and so the alliance between the Humans and Ascidians was born, promising to cleanse the hostile alien threat from the Ascidian dimension.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that is all the information we were given about them. Technology, appearance, history and behaviour, none of this was ever explained, we can only make a few assumptions based on the given information.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Physical Appearance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Ascidians have been given no official picture releases or description, but the name &amp;quot;Ascidian&amp;quot; provides us with a clue. In reality, Ascidians[http://en.wikipedia.org/wiki/Ascidiacea] are a type of sea creature, more commonly known as a &amp;quot;sea squirt&amp;quot;. While these creatures would probably make for boring and unhelpful allies, the Ascidians could perhaps derive physical features from these deep dwelling growths, perhaps sporting some sort of growth on their bodies resembling these creatures, or simply being of aquatic origin.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;From Terry Greer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== General Background ==&lt;br /&gt;
&lt;br /&gt;
The location of the two systems involved in the conflict are 60 light years from Earth, the Ascidian’s homeworld orbiting the star designated from Earth as Pegasi 51. The controlling race of the Sectoids have been attacking the Ascidians.&lt;br /&gt;
&lt;br /&gt;
The Ascidians are currently in conflict with the inhabitants of a neighbouring system. At the time the Patton comes through the Dimension Gate the Ascidians have launched an attack on the enemy’s local command base on the edge of the Ascidian’s solar system, which fails.&lt;br /&gt;
&lt;br /&gt;
The Sectoids are preparing to finish off the Ascidians and so claim the mineral resources left in the planets and asteroids of the Ascidian’s system.&lt;br /&gt;
&lt;br /&gt;
The Ascidians together form a Genus, and consists of three species of creatures, which form the basis of their society, which is a cross between the feudal and caste systems of society. The species within the Genus have evolved to perform set functions. These functions are:&lt;br /&gt;
&lt;br /&gt;
    • Intellect caste&lt;br /&gt;
    • Warrior caste&lt;br /&gt;
    • Worker caste&lt;br /&gt;
&lt;br /&gt;
This structure of society has been perpetuated in their thinking when they discovered genetic splicing and mutation technologies. Creatures that they wished to create were based upon the premise that they would serve a specific function for their creators. Through the creation of these creatures the Ascidians genetically manipulated &amp;amp; bred creatures to perform the following functions:&lt;br /&gt;
&lt;br /&gt;
    • Grunts - used for slave labour&lt;br /&gt;
    • Warriors - To use in the fight against the Sectoids&lt;br /&gt;
    • Guards - to defend installations &amp;amp; to control the other genetic constructs&lt;br /&gt;
    • Terror Creatures - to use as shock troops against the Sectoids&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 7.6 Background on the Ascidian Caste system ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.1 Intellects&lt;br /&gt;
These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.&lt;br /&gt;
&lt;br /&gt;
Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.&lt;br /&gt;
&lt;br /&gt;
Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.2 Workers&lt;br /&gt;
Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.3 Warriors&lt;br /&gt;
Featuring the delocalised control centres found in the worker caste, the creatures have a “Command &amp;amp; Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.&lt;br /&gt;
&lt;br /&gt;
A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.&lt;br /&gt;
Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.&lt;br /&gt;
&lt;br /&gt;
This ability allows the creatures to sense the emissions from our electronic equipment &amp;amp; to locate a unit without the need for a physical line of sight.&lt;br /&gt;
&lt;br /&gt;
== Friendly Ascidians ==&lt;br /&gt;
&lt;br /&gt;
=== Ascidian Engineer ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ascidian engineer.png]]&lt;br /&gt;
&lt;br /&gt;
Type:	Real time low poly sprite&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:	450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:	None		&lt;br /&gt;
&lt;br /&gt;
Description:Ascidian Engineer - Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased muscle mass within their bodies to allow them to perform the manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems.&lt;br /&gt;
&lt;br /&gt;
These gains are however offset by the reduced reaction speed to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
== Enemy Ascidians ==&lt;br /&gt;
&lt;br /&gt;
=== CYBERNETICALLY ALTERED ASCIDIAN ===&lt;br /&gt;
&lt;br /&gt;
[[File:CYBERNETICALLY ALTERED ASCIDIAN.png]]&lt;br /&gt;
&lt;br /&gt;
Type:Real time  low poly sprite&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:	Teeth, claws, built in  weaponry&lt;br /&gt;
&lt;br /&gt;
Description: Using materials gathered during harvesting and abduction raids on the various planets including the Ascidian’s homeworld and the remnants of attacking Ascidian forces, these creatures basic physical form and internal organs are still present, however the Sectoids have performed major reconstructive surgery and cybernetic replacement of many limbs and organs within the hosts’ body.&lt;br /&gt;
&lt;br /&gt;
Limbs attached to the upper torso are often replaced with weaponry which is controlled through direct neural commands passed through the creatures existing nervous system.&lt;br /&gt;
&lt;br /&gt;
The creatures are directly controlled by their squads commander, who forces them in to the fight as shock troops and cannon fodder before the true onslaught of the major forces are committed. Essentially a remote controlled living organism, these creatures do not understand the meaning of the word fear, or for that matter any other word than kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GENETICALLY ALTERED ASCIDIAN ===&lt;br /&gt;
&lt;br /&gt;
[[File:GENETICALLY ALTERED ASCIDIAN.png]]&lt;br /&gt;
&lt;br /&gt;
Type:				Real time low 	poly sprite				&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:		450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:		Teeth, claws.&lt;br /&gt;
&lt;br /&gt;
Description:  Taking the basic genetic material of an Ascidian, the Sectoids have created a truly vicious warrior. Replacing sections of the Ascidians DNA sequence with material from natural predators on planets under their control has heightened their natural survival instincts. In addition to this increases in their stamina and constitution makes these creatures truly deadly.&lt;br /&gt;
&lt;br /&gt;
Their shape is very similar to that of the Normal Ascidians and so when viewed in silhouette they can easily be mistaken for these harmless creatures.  Players may thus be fooled into getting too close before realising their mistake.&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ascidians&amp;diff=102178</id>
		<title>Ascidians</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ascidians&amp;diff=102178"/>
		<updated>2021-06-30T16:09:10Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ascidians were an alien species planned to be included in the cancelled X-COM FPS game, X-COM Alliance. They were assisted by X-COM, and helped their Human allies battle the fearsome threat who had returned after their defeat in Enemy unknown.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Story&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
When an X-COM crew, stationed on the lost ship &amp;quot;UGS Patton&amp;quot; accidentally flies through an inter-dimensional worm hole, they are shocked to find remnants of the alien creatures from Enemy Unknown inside. The alien menace, who had once before threatened humanity in The First Alien War, had turned their sights to the Ascidians, the natives of this other realm. Humanity, who had been in the Ascidians&#039; position many years in the past, decided to help them, and so the alliance between the Humans and Ascidians was born, promising to cleanse the hostile alien threat from the Ascidian dimension.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, that is all the information we were given about them. Technology, appearance, history and behaviour, none of this was ever explained, we can only make a few assumptions based on the given information.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Physical Appearance&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Ascidians have been given no official picture releases or description, but the name &amp;quot;Ascidian&amp;quot; provides us with a clue. In reality, Ascidians[http://en.wikipedia.org/wiki/Ascidiacea] are a type of sea creature, more commonly known as a &amp;quot;sea squirt&amp;quot;. While these creatures would probably make for boring and unhelpful allies, the Ascidians could perhaps derive physical features from these deep dwelling growths, perhaps sporting some sort of growth on their bodies resembling these creatures, or simply being of aquatic origin.&lt;br /&gt;
&lt;br /&gt;
== From Terry Greer ==&lt;br /&gt;
&lt;br /&gt;
== General Background ==&lt;br /&gt;
&lt;br /&gt;
The location of the two systems involved in the conflict are 60 light years from Earth, the Ascidian’s homeworld orbiting the star designated from Earth as Pegasi 51. The controlling race of the Sectoids have been attacking the Ascidians.&lt;br /&gt;
&lt;br /&gt;
The Ascidians are currently in conflict with the inhabitants of a neighbouring system. At the time the Patton comes through the Dimension Gate the Ascidians have launched an attack on the enemy’s local command base on the edge of the Ascidian’s solar system, which fails.&lt;br /&gt;
&lt;br /&gt;
The Sectoids are preparing to finish off the Ascidians and so claim the mineral resources left in the planets and asteroids of the Ascidian’s system.&lt;br /&gt;
&lt;br /&gt;
The Ascidians together form a Genus, and consists of three species of creatures, which form the basis of their society, which is a cross between the feudal and caste systems of society. The species within the Genus have evolved to perform set functions. These functions are:&lt;br /&gt;
&lt;br /&gt;
    • Intellect caste&lt;br /&gt;
    • Warrior caste&lt;br /&gt;
    • Worker caste&lt;br /&gt;
&lt;br /&gt;
This structure of society has been perpetuated in their thinking when they discovered genetic splicing and mutation technologies. Creatures that they wished to create were based upon the premise that they would serve a specific function for their creators. Through the creation of these creatures the Ascidians genetically manipulated &amp;amp; bred creatures to perform the following functions:&lt;br /&gt;
&lt;br /&gt;
    • Grunts - used for slave labour&lt;br /&gt;
    • Warriors - To use in the fight against the Sectoids&lt;br /&gt;
    • Guards - to defend installations &amp;amp; to control the other genetic constructs&lt;br /&gt;
    • Terror Creatures - to use as shock troops against the Sectoids&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 7.6 Background on the Ascidian Caste system ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.1 Intellects&lt;br /&gt;
These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.&lt;br /&gt;
&lt;br /&gt;
Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.&lt;br /&gt;
&lt;br /&gt;
Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.2 Workers&lt;br /&gt;
Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.&lt;br /&gt;
&lt;br /&gt;
7.6.1.1.3 Warriors&lt;br /&gt;
Featuring the delocalised control centres found in the worker caste, the creatures have a “Command &amp;amp; Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.&lt;br /&gt;
&lt;br /&gt;
A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.&lt;br /&gt;
Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.&lt;br /&gt;
&lt;br /&gt;
This ability allows the creatures to sense the emissions from our electronic equipment &amp;amp; to locate a unit without the need for a physical line of sight.&lt;br /&gt;
&lt;br /&gt;
== Friendly Ascidians ==&lt;br /&gt;
&lt;br /&gt;
=== Ascidian Engineer ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ascidian engineer.png]]&lt;br /&gt;
&lt;br /&gt;
Type:	Real time low poly sprite&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:	450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:	None		&lt;br /&gt;
&lt;br /&gt;
Description:Ascidian Engineer - Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased muscle mass within their bodies to allow them to perform the manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems.&lt;br /&gt;
&lt;br /&gt;
These gains are however offset by the reduced reaction speed to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
== Enemy Ascidians ==&lt;br /&gt;
&lt;br /&gt;
=== CYBERNETICALLY ALTERED ASCIDIAN ===&lt;br /&gt;
&lt;br /&gt;
[[File:CYBERNETICALLY ALTERED ASCIDIAN.png]]&lt;br /&gt;
&lt;br /&gt;
Type:Real time  low poly sprite&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:	Teeth, claws, built in  weaponry&lt;br /&gt;
&lt;br /&gt;
Description: Using materials gathered during harvesting and abduction raids on the various planets including the Ascidian’s homeworld and the remnants of attacking Ascidian forces, these creatures basic physical form and internal organs are still present, however the Sectoids have performed major reconstructive surgery and cybernetic replacement of many limbs and organs within the hosts’ body.&lt;br /&gt;
&lt;br /&gt;
Limbs attached to the upper torso are often replaced with weaponry which is controlled through direct neural commands passed through the creatures existing nervous system.&lt;br /&gt;
&lt;br /&gt;
The creatures are directly controlled by their squads commander, who forces them in to the fight as shock troops and cannon fodder before the true onslaught of the major forces are committed. Essentially a remote controlled living organism, these creatures do not understand the meaning of the word fear, or for that matter any other word than kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GENETICALLY ALTERED ASCIDIAN ===&lt;br /&gt;
&lt;br /&gt;
[[File:GENETICALLY ALTERED ASCIDIAN.png]]&lt;br /&gt;
&lt;br /&gt;
Type:				Real time low 	poly sprite				&lt;br /&gt;
&lt;br /&gt;
Max Polygon Count:		450&lt;br /&gt;
&lt;br /&gt;
Innate Attacks:		Teeth, claws.&lt;br /&gt;
&lt;br /&gt;
Description:  Taking the basic genetic material of an Ascidian, the Sectoids have created a truly vicious warrior. Replacing sections of the Ascidians DNA sequence with material from natural predators on planets under their control has heightened their natural survival instincts. In addition to this increases in their stamina and constitution makes these creatures truly deadly.&lt;br /&gt;
&lt;br /&gt;
Their shape is very similar to that of the Normal Ascidians and so when viewed in silhouette they can easily be mistaken for these harmless creatures.  Players may thus be fooled into getting too close before realising their mistake.&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
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		<updated>2021-06-30T16:07:37Z</updated>

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		<title>File:CYBERNETICALLY ALTERED ASCIDIAN.png</title>
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		<updated>2021-06-30T16:06:56Z</updated>

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		<title>File:Ascidian engineer.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Ascidian_engineer.png&amp;diff=102175"/>
		<updated>2021-06-30T16:02:29Z</updated>

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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102174</id>
		<title>Info (Alliance)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102174"/>
		<updated>2021-06-30T15:37:16Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
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&lt;div&gt;== General Info==&lt;br /&gt;
[[File:X-COM Alliance logo.jpg|200px|right|X-COM Alliance logo]][[File:XCOMAlliance.png|200px|right|UGS Patton]] &lt;br /&gt;
X-Com Alliance is one of several X-Com titles that was never published. It was intended to be a squad based first person shooter.  The following excerpt from XCommand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; details the history of this ill fated title. &lt;br /&gt;
&lt;br /&gt;
{{Quote|XCom Alliance was to be a small squad-based game where the player controlled between 1 and four characters depending on the mission.&lt;br /&gt;
&lt;br /&gt;
The game was set in the year 2062 (22 years after X-COM: Terror from the Deep but before X-COM: Interceptor). The story centered on the UGS Patton, a research vessel staffed by a mixture of scientists and military, that is sent to Mars to retrieve alien artifacts and recover what it can from the ruins of Cydonia.&lt;br /&gt;
&lt;br /&gt;
Unfortunately on arrival the Patton triggers an automatic portal and activates a wormhole that transports it dozens of light years to the alien system that was the source of the invaders from the first game (UFO Enemy Unknown).&lt;br /&gt;
&lt;br /&gt;
Once there they form an alliance (hence the name of the game) with a new alien race (The [[Ascidians]]) who are at war with Earth’s old nemesis.&lt;br /&gt;
&lt;br /&gt;
Alliance was intended to revisit many of the original alien types encountered from the first Xcom game and rationalize their relationships to each other, along with adding a fair few new ones in the process.| Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alliance Information}}&lt;br /&gt;
Earlier in 2001, the Unreal-powered X-COM: Alliance was officially canceled. The game was originally conceived in the mid 90s at the Microprose UK (Chipping Sodbury) studio. However, in late 1998/early 1999, after internal studio problems, the project was moved to the Microprose Hunt Valley studio, located in Maryland, United States. The game was reworked, and the development really started to look impressive, winning acclaim from many gaming websites. However, in April/May of 2000, development came to a crashing halt. The exact nature of what happened isn&#039;t totally known, but it is believed that a key team member (possibly Lead Programmer) left the studio. It&#039;s not known whether the person was sacked or quit. The loss of this member caused issues with development, leading to Hasbro Interactive stopping the project and asking the X-COM: Alliance team to create [[Info (Enforcer)|X-COM: Enforcer]]. &lt;br /&gt;
&lt;br /&gt;
Early in 2001, the public relations manager of Infogrames UK announced that the game had been canceled (basically because of its development history). The public relations at a previously owned Microprose/Hasbro studio claimed it wasn&#039;t canceled (and still presumably do), but seeing as the person who claims it is, is a public relations manager, at the main Infogrames UK studio, then there&#039;s obviously been lack of communication between studios, and the game is officially canceled. &lt;br /&gt;
&lt;br /&gt;
Anyhow, here&#039;s what the game was going to be. This is the biggest X-COM: Alliance &#039;preview&#039; (memorial?) on the internet. XCommand was the first X-COM fansite to acknowledge X-COM: Alliance&#039;s existence, and I (Byron) was the first person in the X-COM community to discover it&#039;s existance. A long time ago (1998?) I typed &#039;X-COM 5&#039; into a Lycos search, and came across a stocks/shares forum which mentioned an Unreal powered X-COM game, called X-COM: Alliance. It was a very cool moment to come across a game previously unknown about! =) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an excerpt from a press release about X-COM: Alliance. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The year is 2062. X-COM is returning to the ruins of the alien invasion base at [[Cydonia]] on [[Mars]]. Their mission: to search for any technology overlooked at the end of the first alien war fought in UFO: Enemy Unknown. As X-COM reaches orbit around Mars, an abandoned dimension gate flings them 60 light-years from Earth into the middle of a war between X-COM&#039;s original foes and a race called the [[Ascidians]]. Attempting to return home, X-COM allies join with the [[Ascidians]] to defeat the alien threat. &lt;br /&gt;
&lt;br /&gt;
X-COM Alliance is a first-person point-of-view action game that plunges the player into the X-COM universe to take on the alien threat. The explosive battles take place on numerous unique 3-D worlds in a 15-mission fight to kill the aliens and find your way back to Earth. Utilizing a new and exciting view of combat, in which you can also see the first-person view of up to four troopers in your X-COM strike team, the player commands an X-COM squad as they fight their way to the enemies&#039; home world to prevent the decimation of their allies, the [[Ascidians]]. On board the X-COM ship, the Patton, the player controls the resources scavenged from the alien craft during combat missions, handpicking squads and arming them with the latest technology researched from both alien and human technologies.&amp;quot;&lt;br /&gt;
{{Ref Close| source = XCommand}}&lt;br /&gt;
&lt;br /&gt;
== X‑COM 5 Alliance Features (design doc) &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ==&lt;br /&gt;
* The thrill of exploration and combat in a 3D texture mapped world&lt;br /&gt;
* Full screen, 640 x 480 3D&lt;br /&gt;
* Fast combat action against hordes of ravening aliens&lt;br /&gt;
* In-depth strategy and resource management&lt;br /&gt;
* Networked multi-player action within a 3D environment&lt;br /&gt;
* Audio links between players in multi-player games&lt;br /&gt;
* Interactive musical score&lt;br /&gt;
* Group and individual order system with instant access between all 4 troopers&lt;br /&gt;
* Set troopers to cover areas while others scout out the areas ahead&lt;br /&gt;
* Research to master the alien technology&lt;br /&gt;
* Promotion and training to improve trooper skills&lt;br /&gt;
* Sophisticated AI system for aliens and X‑COM troopers&lt;br /&gt;
&lt;br /&gt;
== Alliance Game Background &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{{Ref Open | title = Alliance Game Background (design doc)}} [[File:XCOMallianceAscidiahomeworld_jr.jpg|300px|right|thumb|Capture|Ascidia home world]]&lt;br /&gt;
It is the year 2062. A research expedition on board the UGS Patton has been sent to the ruins of the Mars invasion base, their initial mission is to scour the site for any new technology overlooked at the end of the First Alien War. The base has previously been cleared out by X‑COM troops so nothing untoward is expected. A few troopers are sent , along with a smattering of weapons, but this is a research mission so valuable space is not wasted on items of mass destruction.&lt;br /&gt;
&lt;br /&gt;
When the expedition reaches Mars orbit it unwittingly triggers sensors linked to undiscovered equipment buried deep within the Cydonia base. A dimension gate of tremendous power is activated, and focusing on the Patton, releases an energy beam that flings the craft through an artificial wormhole to an unknown destination.&lt;br /&gt;
&lt;br /&gt;
As the ship&#039;s systems flicker back on line the Bridge crew stagger to the viewscreen to find themselves orbiting a strange planet many light years from Earth and in the midst of an ongoing space battle.&lt;br /&gt;
&lt;br /&gt;
The vicious conflict rages around them and they see the last of what seem to be the attacking alien craft start suicide runs on the Command ship of the defending alien fleet. Explosions ripple along the its back as the suicide craft impact upon the surface and it begins to slip planetward. &lt;br /&gt;
Taking this as a cue the Patton attempts to slip quietly away from the planet but is tailed by one of the enemy ships. Suddenly a garbled transmission bursts across the bridge speakers, and while scientists try to decode the transmissions the Patton opens fire on the pursuing  craft.&lt;br /&gt;
&lt;br /&gt;
During the first mission briefing the player discovers that the attacking force seen by the crew of the Patton are an Alien race known as the [[Ascidians]] and that their target, was the same breed of foot soldiers as those seen in the first game in the brand ‘X‑COM: Enemy Unknown’.&lt;br /&gt;
&lt;br /&gt;
Taking the role of the X‑COM Commander of the Patton, the player must command the rookie troopers ‘drafted’ from the ship’s population of engineers and scientists. On board the Patton the player controls the resources scavenged from the alien craft, and bases, during combat missions. Hand picking squads and arming them with the latest technology developed from both Alien and Human technologies he prepares them for their next foray into the unknown.&lt;br /&gt;
&lt;br /&gt;
As the player progresses through the missions, they receive information about their new allies the [[Ascidians]], and the alien races they are at war with. On board the Patton the scientists and engineers must master the recovered alien technology and construct new weapons and equipment from materials scavenged from both their encounters and what lies within the hold of their own ship.&lt;br /&gt;
&lt;br /&gt;
Within the combat missions the player controls their squad as they fight their way to the enemies’ home world to prevent the decimation of the Ascidian’s homeworld and to gain the dimension gate technology to enable them to return home. Direct control of the troopers can be given to the X‑COM Commander, assisting the trooper if they become injured or panic as they get thrown in to the heat of combat.&lt;br /&gt;
{{Ref Close| source = Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background on the Ascidian Caste system &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intellects&#039;&#039;&#039;&lt;br /&gt;
These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.&lt;br /&gt;
&lt;br /&gt;
Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.&lt;br /&gt;
&lt;br /&gt;
Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039;&lt;br /&gt;
Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;&lt;br /&gt;
Featuring the delocalised control centres found in the worker caste, the creatures have a “Command &amp;amp; Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.&lt;br /&gt;
&lt;br /&gt;
A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.&lt;br /&gt;
Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.&lt;br /&gt;
&lt;br /&gt;
This ability allows the creatures to sense the emissions from our electronic equipment &amp;amp; to locate a unit without the need for a physical line of sight.&lt;br /&gt;
&lt;br /&gt;
== Credits &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
Please note that this only refers to those who worked on it in the UK.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Design and level design&lt;br /&gt;
* Me (Terry Greer)&lt;br /&gt;
* Andy Williams&lt;br /&gt;
* Marc Curtis&lt;br /&gt;
* Stuart Poole&lt;br /&gt;
* Rab Letham&lt;br /&gt;
* Paul Truss&lt;br /&gt;
Artists&lt;br /&gt;
* Drew Northcott&lt;br /&gt;
* Jonathan Rowe&lt;br /&gt;
* PaulAyliffe&lt;br /&gt;
* Paul Truss&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Erol Kentli&lt;br /&gt;
* Guy Jeffries&lt;br /&gt;
* Martin Smilee&lt;br /&gt;
* Mathew Knott&lt;br /&gt;
* Martin Severn&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Andy Cook&lt;br /&gt;
* Greg Shill&lt;br /&gt;
Producers&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Grant Dean&lt;br /&gt;
* Stuart Whyte&lt;br /&gt;
Programming&lt;br /&gt;
* Nick Thompson&lt;br /&gt;
* Andy Parton (Audio)&lt;br /&gt;
* Scott Johnston&lt;br /&gt;
* Finlay Monroe&lt;br /&gt;
QA&lt;br /&gt;
* Andrew Luckett&lt;br /&gt;
Music/Audio&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Darren Lam bourne&lt;br /&gt;
&lt;br /&gt;
== Gallery Terry Greers Screens &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
[[File:XCOMallianceShot0018.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0016_layer_20.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0014_layer_23.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XcomAlliance_Squad_Selection_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xa_Squad_Arming_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0007_layer_30.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0005_layer_40.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== Gallery Gamespot and IGN Screens==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcalliance007.jpg|100px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance0044.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance008.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcomalliance010.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xconalliance 001.jpg|50px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_002.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance 003.jpg|150px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_004.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== XCOM Enforcer reuses assets from Alliance==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcom_alliance_30.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_31.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_32.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_33.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_34.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_35.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_36.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_37.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_38.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_39.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_40.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_41.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_42.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_43.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_44.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
==Reception==&lt;br /&gt;
Early versions of &#039;&#039;Alliance&#039;&#039; garnered very favorable responses from several video game publications, including &#039;&#039;&#039;GameSpot&#039;s&#039;&#039;&#039; &amp;quot;Best of E3 (Sequels)&amp;quot; award in 1998 and &#039;&#039;&#039;IGN&#039;&#039;&#039; PC&#039;s &amp;quot;Best Action Game of E3&amp;quot; award in 2000.https://www.ign.com/articles/2000/05/17/ignpcs-best-of-e3-2000 &#039;&#039;&#039;GameSpy&#039;&#039;&#039; called it &amp;quot;the most ambitious game we&#039;ve seen at E3&amp;quot; and &amp;quot;the pinnacle of tactical gaming, a new high-water mark that&#039;ll bust through established game genres,&amp;quot; and &#039;&#039;&#039;PC Zone&#039;&#039;&#039; called it &amp;quot;a serious contender for &#039;game of the year&#039;&amp;quot; in 2000. http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm or https://web.archive.org/web/20060926140228/http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;XCommand&#039;&#039;&#039;, formerly available at &#039;&#039;http://dynamic.gamespy.com/~xcom/&#039;&#039; is now defunct. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Terry Greer&#039;&#039;&#039;, at &#039;&#039;http://www.terrygreer.com/xcomalliance.html&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Gamespot&#039;&#039;&#039;, at &#039;&#039;https://www.gamespot.com/games/x-com-alliance/images/ &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &#039;&#039;&#039;IGN&#039;&#039;&#039;, at &#039;&#039;https://www.ign.com/articles/2000/06/06/x-com-alliance-interview-and-movie &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Fansite&#039;&#039;&#039;, at &#039;&#039;https://web.archive.org/web/20070621223203/http://xcomalliance.3dactionplanet.gamespy.com/&#039;&#039;. lot of information&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; A leaked Beta is available for use in the Unreal program: http://www.xcomufo.com/forums/index.php?showtopic=242035170&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Trailer: https://www.youtube.com/watch?v=oVwIkJPMeP4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Intro: https://www.youtube.com/watch?v=aNwJmMcImcU&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; Some gameplay footage of X-COM Alliance &amp;quot;Beta 219&amp;quot; - One Level, mainly from this beta, is also available online on Youtube. For example, the opening level: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Briefing Video https://www.youtube.com/watch?v=2DEivO1KXfk&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102173</id>
		<title>Info (Alliance)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102173"/>
		<updated>2021-06-30T15:36:53Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Info==&lt;br /&gt;
[[File:X-COM Alliance logo.jpg|200px|right|X-COM Alliance logo]][[File:XCOMAlliance.png|200px|right|UGS Patton]] &lt;br /&gt;
X-Com Alliance is one of several X-Com titles that was never published. It was intended to be a squad based first person shooter.  The following excerpt from XCommand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; details the history of this ill fated title. &lt;br /&gt;
&lt;br /&gt;
{{Quote|XCom Alliance was to be a small squad-based game where the player controlled between 1 and four characters depending on the mission.&lt;br /&gt;
&lt;br /&gt;
The game was set in the year 2062 (22 years after X-COM: Terror from the Deep but before X-COM: Interceptor). The story centered on the UGS Patton, a research vessel staffed by a mixture of scientists and military, that is sent to Mars to retrieve alien artifacts and recover what it can from the ruins of Cydonia.&lt;br /&gt;
&lt;br /&gt;
Unfortunately on arrival the Patton triggers an automatic portal and activates a wormhole that transports it dozens of light years to the alien system that was the source of the invaders from the first game (UFO Enemy Unknown).&lt;br /&gt;
&lt;br /&gt;
Once there they form an alliance (hence the name of the game) with a new alien race ([[The Ascidians]]) who are at war with Earth’s old nemesis.&lt;br /&gt;
&lt;br /&gt;
Alliance was intended to revisit many of the original alien types encountered from the first Xcom game and rationalize their relationships to each other, along with adding a fair few new ones in the process.| Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alliance Information}}&lt;br /&gt;
Earlier in 2001, the Unreal-powered X-COM: Alliance was officially canceled. The game was originally conceived in the mid 90s at the Microprose UK (Chipping Sodbury) studio. However, in late 1998/early 1999, after internal studio problems, the project was moved to the Microprose Hunt Valley studio, located in Maryland, United States. The game was reworked, and the development really started to look impressive, winning acclaim from many gaming websites. However, in April/May of 2000, development came to a crashing halt. The exact nature of what happened isn&#039;t totally known, but it is believed that a key team member (possibly Lead Programmer) left the studio. It&#039;s not known whether the person was sacked or quit. The loss of this member caused issues with development, leading to Hasbro Interactive stopping the project and asking the X-COM: Alliance team to create [[Info (Enforcer)|X-COM: Enforcer]]. &lt;br /&gt;
&lt;br /&gt;
Early in 2001, the public relations manager of Infogrames UK announced that the game had been canceled (basically because of its development history). The public relations at a previously owned Microprose/Hasbro studio claimed it wasn&#039;t canceled (and still presumably do), but seeing as the person who claims it is, is a public relations manager, at the main Infogrames UK studio, then there&#039;s obviously been lack of communication between studios, and the game is officially canceled. &lt;br /&gt;
&lt;br /&gt;
Anyhow, here&#039;s what the game was going to be. This is the biggest X-COM: Alliance &#039;preview&#039; (memorial?) on the internet. XCommand was the first X-COM fansite to acknowledge X-COM: Alliance&#039;s existence, and I (Byron) was the first person in the X-COM community to discover it&#039;s existance. A long time ago (1998?) I typed &#039;X-COM 5&#039; into a Lycos search, and came across a stocks/shares forum which mentioned an Unreal powered X-COM game, called X-COM: Alliance. It was a very cool moment to come across a game previously unknown about! =) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an excerpt from a press release about X-COM: Alliance. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The year is 2062. X-COM is returning to the ruins of the alien invasion base at [[Cydonia]] on [[Mars]]. Their mission: to search for any technology overlooked at the end of the first alien war fought in UFO: Enemy Unknown. As X-COM reaches orbit around Mars, an abandoned dimension gate flings them 60 light-years from Earth into the middle of a war between X-COM&#039;s original foes and a race called the [[Ascidians]]. Attempting to return home, X-COM allies join with the [[Ascidians]] to defeat the alien threat. &lt;br /&gt;
&lt;br /&gt;
X-COM Alliance is a first-person point-of-view action game that plunges the player into the X-COM universe to take on the alien threat. The explosive battles take place on numerous unique 3-D worlds in a 15-mission fight to kill the aliens and find your way back to Earth. Utilizing a new and exciting view of combat, in which you can also see the first-person view of up to four troopers in your X-COM strike team, the player commands an X-COM squad as they fight their way to the enemies&#039; home world to prevent the decimation of their allies, the [[Ascidians]]. On board the X-COM ship, the Patton, the player controls the resources scavenged from the alien craft during combat missions, handpicking squads and arming them with the latest technology researched from both alien and human technologies.&amp;quot;&lt;br /&gt;
{{Ref Close| source = XCommand}}&lt;br /&gt;
&lt;br /&gt;
== X‑COM 5 Alliance Features (design doc) &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ==&lt;br /&gt;
* The thrill of exploration and combat in a 3D texture mapped world&lt;br /&gt;
* Full screen, 640 x 480 3D&lt;br /&gt;
* Fast combat action against hordes of ravening aliens&lt;br /&gt;
* In-depth strategy and resource management&lt;br /&gt;
* Networked multi-player action within a 3D environment&lt;br /&gt;
* Audio links between players in multi-player games&lt;br /&gt;
* Interactive musical score&lt;br /&gt;
* Group and individual order system with instant access between all 4 troopers&lt;br /&gt;
* Set troopers to cover areas while others scout out the areas ahead&lt;br /&gt;
* Research to master the alien technology&lt;br /&gt;
* Promotion and training to improve trooper skills&lt;br /&gt;
* Sophisticated AI system for aliens and X‑COM troopers&lt;br /&gt;
&lt;br /&gt;
== Alliance Game Background &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{{Ref Open | title = Alliance Game Background (design doc)}} [[File:XCOMallianceAscidiahomeworld_jr.jpg|300px|right|thumb|Capture|Ascidia home world]]&lt;br /&gt;
It is the year 2062. A research expedition on board the UGS Patton has been sent to the ruins of the Mars invasion base, their initial mission is to scour the site for any new technology overlooked at the end of the First Alien War. The base has previously been cleared out by X‑COM troops so nothing untoward is expected. A few troopers are sent , along with a smattering of weapons, but this is a research mission so valuable space is not wasted on items of mass destruction.&lt;br /&gt;
&lt;br /&gt;
When the expedition reaches Mars orbit it unwittingly triggers sensors linked to undiscovered equipment buried deep within the Cydonia base. A dimension gate of tremendous power is activated, and focusing on the Patton, releases an energy beam that flings the craft through an artificial wormhole to an unknown destination.&lt;br /&gt;
&lt;br /&gt;
As the ship&#039;s systems flicker back on line the Bridge crew stagger to the viewscreen to find themselves orbiting a strange planet many light years from Earth and in the midst of an ongoing space battle.&lt;br /&gt;
&lt;br /&gt;
The vicious conflict rages around them and they see the last of what seem to be the attacking alien craft start suicide runs on the Command ship of the defending alien fleet. Explosions ripple along the its back as the suicide craft impact upon the surface and it begins to slip planetward. &lt;br /&gt;
Taking this as a cue the Patton attempts to slip quietly away from the planet but is tailed by one of the enemy ships. Suddenly a garbled transmission bursts across the bridge speakers, and while scientists try to decode the transmissions the Patton opens fire on the pursuing  craft.&lt;br /&gt;
&lt;br /&gt;
During the first mission briefing the player discovers that the attacking force seen by the crew of the Patton are an Alien race known as the [[Ascidians]] and that their target, was the same breed of foot soldiers as those seen in the first game in the brand ‘X‑COM: Enemy Unknown’.&lt;br /&gt;
&lt;br /&gt;
Taking the role of the X‑COM Commander of the Patton, the player must command the rookie troopers ‘drafted’ from the ship’s population of engineers and scientists. On board the Patton the player controls the resources scavenged from the alien craft, and bases, during combat missions. Hand picking squads and arming them with the latest technology developed from both Alien and Human technologies he prepares them for their next foray into the unknown.&lt;br /&gt;
&lt;br /&gt;
As the player progresses through the missions, they receive information about their new allies the [[Ascidians]], and the alien races they are at war with. On board the Patton the scientists and engineers must master the recovered alien technology and construct new weapons and equipment from materials scavenged from both their encounters and what lies within the hold of their own ship.&lt;br /&gt;
&lt;br /&gt;
Within the combat missions the player controls their squad as they fight their way to the enemies’ home world to prevent the decimation of the Ascidian’s homeworld and to gain the dimension gate technology to enable them to return home. Direct control of the troopers can be given to the X‑COM Commander, assisting the trooper if they become injured or panic as they get thrown in to the heat of combat.&lt;br /&gt;
{{Ref Close| source = Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background on the Ascidian Caste system &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intellects&#039;&#039;&#039;&lt;br /&gt;
These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.&lt;br /&gt;
&lt;br /&gt;
Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.&lt;br /&gt;
&lt;br /&gt;
Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039;&lt;br /&gt;
Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;&lt;br /&gt;
Featuring the delocalised control centres found in the worker caste, the creatures have a “Command &amp;amp; Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.&lt;br /&gt;
&lt;br /&gt;
A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.&lt;br /&gt;
Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.&lt;br /&gt;
&lt;br /&gt;
This ability allows the creatures to sense the emissions from our electronic equipment &amp;amp; to locate a unit without the need for a physical line of sight.&lt;br /&gt;
&lt;br /&gt;
== Credits &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
Please note that this only refers to those who worked on it in the UK.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Design and level design&lt;br /&gt;
* Me (Terry Greer)&lt;br /&gt;
* Andy Williams&lt;br /&gt;
* Marc Curtis&lt;br /&gt;
* Stuart Poole&lt;br /&gt;
* Rab Letham&lt;br /&gt;
* Paul Truss&lt;br /&gt;
Artists&lt;br /&gt;
* Drew Northcott&lt;br /&gt;
* Jonathan Rowe&lt;br /&gt;
* PaulAyliffe&lt;br /&gt;
* Paul Truss&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Erol Kentli&lt;br /&gt;
* Guy Jeffries&lt;br /&gt;
* Martin Smilee&lt;br /&gt;
* Mathew Knott&lt;br /&gt;
* Martin Severn&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Andy Cook&lt;br /&gt;
* Greg Shill&lt;br /&gt;
Producers&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Grant Dean&lt;br /&gt;
* Stuart Whyte&lt;br /&gt;
Programming&lt;br /&gt;
* Nick Thompson&lt;br /&gt;
* Andy Parton (Audio)&lt;br /&gt;
* Scott Johnston&lt;br /&gt;
* Finlay Monroe&lt;br /&gt;
QA&lt;br /&gt;
* Andrew Luckett&lt;br /&gt;
Music/Audio&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Darren Lam bourne&lt;br /&gt;
&lt;br /&gt;
== Gallery Terry Greers Screens &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
[[File:XCOMallianceShot0018.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0016_layer_20.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0014_layer_23.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XcomAlliance_Squad_Selection_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xa_Squad_Arming_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0007_layer_30.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0005_layer_40.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== Gallery Gamespot and IGN Screens==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcalliance007.jpg|100px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance0044.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance008.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcomalliance010.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xconalliance 001.jpg|50px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_002.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance 003.jpg|150px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_004.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== XCOM Enforcer reuses assets from Alliance==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcom_alliance_30.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_31.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_32.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_33.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_34.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_35.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_36.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_37.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_38.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_39.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_40.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_41.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_42.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_43.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_44.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
==Reception==&lt;br /&gt;
Early versions of &#039;&#039;Alliance&#039;&#039; garnered very favorable responses from several video game publications, including &#039;&#039;&#039;GameSpot&#039;s&#039;&#039;&#039; &amp;quot;Best of E3 (Sequels)&amp;quot; award in 1998 and &#039;&#039;&#039;IGN&#039;&#039;&#039; PC&#039;s &amp;quot;Best Action Game of E3&amp;quot; award in 2000.https://www.ign.com/articles/2000/05/17/ignpcs-best-of-e3-2000 &#039;&#039;&#039;GameSpy&#039;&#039;&#039; called it &amp;quot;the most ambitious game we&#039;ve seen at E3&amp;quot; and &amp;quot;the pinnacle of tactical gaming, a new high-water mark that&#039;ll bust through established game genres,&amp;quot; and &#039;&#039;&#039;PC Zone&#039;&#039;&#039; called it &amp;quot;a serious contender for &#039;game of the year&#039;&amp;quot; in 2000. http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm or https://web.archive.org/web/20060926140228/http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;XCommand&#039;&#039;&#039;, formerly available at &#039;&#039;http://dynamic.gamespy.com/~xcom/&#039;&#039; is now defunct. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Terry Greer&#039;&#039;&#039;, at &#039;&#039;http://www.terrygreer.com/xcomalliance.html&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Gamespot&#039;&#039;&#039;, at &#039;&#039;https://www.gamespot.com/games/x-com-alliance/images/ &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &#039;&#039;&#039;IGN&#039;&#039;&#039;, at &#039;&#039;https://www.ign.com/articles/2000/06/06/x-com-alliance-interview-and-movie &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Fansite&#039;&#039;&#039;, at &#039;&#039;https://web.archive.org/web/20070621223203/http://xcomalliance.3dactionplanet.gamespy.com/&#039;&#039;. lot of information&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; A leaked Beta is available for use in the Unreal program: http://www.xcomufo.com/forums/index.php?showtopic=242035170&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Trailer: https://www.youtube.com/watch?v=oVwIkJPMeP4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Intro: https://www.youtube.com/watch?v=aNwJmMcImcU&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; Some gameplay footage of X-COM Alliance &amp;quot;Beta 219&amp;quot; - One Level, mainly from this beta, is also available online on Youtube. For example, the opening level: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Briefing Video https://www.youtube.com/watch?v=2DEivO1KXfk&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>Makus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102068</id>
		<title>Info (Alliance)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Alliance)&amp;diff=102068"/>
		<updated>2021-06-23T22:05:10Z</updated>

		<summary type="html">&lt;p&gt;Makus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Info==&lt;br /&gt;
[[File:X-COM Alliance logo.jpg|200px|right|X-COM Alliance logo]][[File:XCOMAlliance.png|200px|right|UGS Patton]] &lt;br /&gt;
X-Com Alliance is one of several X-Com titles that was never published. It was intended to be a squad based first person shooter.  The following excerpt from XCommand&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; details the history of this ill fated title. &lt;br /&gt;
&lt;br /&gt;
{{Quote|XCom Alliance was to be a small squad-based game where the player controlled between 1 and four characters depending on the mission.&lt;br /&gt;
&lt;br /&gt;
The game was set in the year 2062 (22 years after X-COM: Terror from the Deep but before X-COM: Interceptor). The story centered on the UGS Patton, a research vessel staffed by a mixture of scientists and military, that is sent to Mars to retrieve alien artifacts and recover what it can from the ruins of Cydonia.&lt;br /&gt;
&lt;br /&gt;
Unfortunately on arrival the Patton triggers an automatic portal and activates a wormhole that transports it dozens of light years to the alien system that was the source of the invaders from the first game (UFO Enemy Unknown).&lt;br /&gt;
&lt;br /&gt;
Once there they form an alliance (hence the name of the game) with a new alien race (The Ascidians) who are at war with Earth’s old nemesis.&lt;br /&gt;
&lt;br /&gt;
Alliance was intended to revisit many of the original alien types encountered from the first Xcom game and rationalize their relationships to each other, along with adding a fair few new ones in the process.| Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alliance Information}}&lt;br /&gt;
Earlier in 2001, the Unreal-powered X-COM: Alliance was officially canceled. The game was originally conceived in the mid 90s at the Microprose UK (Chipping Sodbury) studio. However, in late 1998/early 1999, after internal studio problems, the project was moved to the Microprose Hunt Valley studio, located in Maryland, United States. The game was reworked, and the development really started to look impressive, winning acclaim from many gaming websites. However, in April/May of 2000, development came to a crashing halt. The exact nature of what happened isn&#039;t totally known, but it is believed that a key team member (possibly Lead Programmer) left the studio. It&#039;s not known whether the person was sacked or quit. The loss of this member caused issues with development, leading to Hasbro Interactive stopping the project and asking the X-COM: Alliance team to create [[Info (Enforcer)|X-COM: Enforcer]]. &lt;br /&gt;
&lt;br /&gt;
Early in 2001, the public relations manager of Infogrames UK announced that the game had been canceled (basically because of its development history). The public relations at a previously owned Microprose/Hasbro studio claimed it wasn&#039;t canceled (and still presumably do), but seeing as the person who claims it is, is a public relations manager, at the main Infogrames UK studio, then there&#039;s obviously been lack of communication between studios, and the game is officially canceled. &lt;br /&gt;
&lt;br /&gt;
Anyhow, here&#039;s what the game was going to be. This is the biggest X-COM: Alliance &#039;preview&#039; (memorial?) on the internet. XCommand was the first X-COM fansite to acknowledge X-COM: Alliance&#039;s existence, and I (Byron) was the first person in the X-COM community to discover it&#039;s existance. A long time ago (1998?) I typed &#039;X-COM 5&#039; into a Lycos search, and came across a stocks/shares forum which mentioned an Unreal powered X-COM game, called X-COM: Alliance. It was a very cool moment to come across a game previously unknown about! =) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an excerpt from a press release about X-COM: Alliance. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The year is 2062. X-COM is returning to the ruins of the alien invasion base at [[Cydonia]] on [[Mars]]. Their mission: to search for any technology overlooked at the end of the first alien war fought in UFO: Enemy Unknown. As X-COM reaches orbit around Mars, an abandoned dimension gate flings them 60 light-years from Earth into the middle of a war between X-COM&#039;s original foes and a race called the [[Ascidians]]. Attempting to return home, X-COM allies join with the Ascidians to defeat the alien threat. &lt;br /&gt;
&lt;br /&gt;
X-COM Alliance is a first-person point-of-view action game that plunges the player into the X-COM universe to take on the alien threat. The explosive battles take place on numerous unique 3-D worlds in a 15-mission fight to kill the aliens and find your way back to Earth. Utilizing a new and exciting view of combat, in which you can also see the first-person view of up to four troopers in your X-COM strike team, the player commands an X-COM squad as they fight their way to the enemies&#039; home world to prevent the decimation of their allies, the Ascidians. On board the X-COM ship, the Patton, the player controls the resources scavenged from the alien craft during combat missions, handpicking squads and arming them with the latest technology researched from both alien and human technologies.&amp;quot;&lt;br /&gt;
{{Ref Close| source = XCommand}}&lt;br /&gt;
&lt;br /&gt;
== X‑COM 5 Alliance Features (design doc) &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; ==&lt;br /&gt;
* The thrill of exploration and combat in a 3D texture mapped world&lt;br /&gt;
* Full screen, 640 x 480 3D&lt;br /&gt;
* Fast combat action against hordes of ravening aliens&lt;br /&gt;
* In-depth strategy and resource management&lt;br /&gt;
* Networked multi-player action within a 3D environment&lt;br /&gt;
* Audio links between players in multi-player games&lt;br /&gt;
* Interactive musical score&lt;br /&gt;
* Group and individual order system with instant access between all 4 troopers&lt;br /&gt;
* Set troopers to cover areas while others scout out the areas ahead&lt;br /&gt;
* Research to master the alien technology&lt;br /&gt;
* Promotion and training to improve trooper skills&lt;br /&gt;
* Sophisticated AI system for aliens and X‑COM troopers&lt;br /&gt;
&lt;br /&gt;
== Alliance Game Background &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{{Ref Open | title = Alliance Game Background (design doc)}} [[File:XCOMallianceAscidiahomeworld_jr.jpg|300px|right|thumb|Capture|Ascidia home world]]&lt;br /&gt;
It is the year 2062. A research expedition on board the UGS Patton has been sent to the ruins of the Mars invasion base, their initial mission is to scour the site for any new technology overlooked at the end of the First Alien War. The base has previously been cleared out by X‑COM troops so nothing untoward is expected. A few troopers are sent , along with a smattering of weapons, but this is a research mission so valuable space is not wasted on items of mass destruction.&lt;br /&gt;
&lt;br /&gt;
When the expedition reaches Mars orbit it unwittingly triggers sensors linked to undiscovered equipment buried deep within the Cydonia base. A dimension gate of tremendous power is activated, and focusing on the Patton, releases an energy beam that flings the craft through an artificial wormhole to an unknown destination.&lt;br /&gt;
&lt;br /&gt;
As the ship&#039;s systems flicker back on line the Bridge crew stagger to the viewscreen to find themselves orbiting a strange planet many light years from Earth and in the midst of an ongoing space battle.&lt;br /&gt;
&lt;br /&gt;
The vicious conflict rages around them and they see the last of what seem to be the attacking alien craft start suicide runs on the Command ship of the defending alien fleet. Explosions ripple along the its back as the suicide craft impact upon the surface and it begins to slip planetward. &lt;br /&gt;
Taking this as a cue the Patton attempts to slip quietly away from the planet but is tailed by one of the enemy ships. Suddenly a garbled transmission bursts across the bridge speakers, and while scientists try to decode the transmissions the Patton opens fire on the pursuing  craft.&lt;br /&gt;
&lt;br /&gt;
During the first mission briefing the player discovers that the attacking force seen by the crew of the Patton are an Alien race known as the Ascidians and that their target, was the same breed of foot soldiers as those seen in the first game in the brand ‘X‑COM: Enemy Unknown’.&lt;br /&gt;
&lt;br /&gt;
Taking the role of the X‑COM Commander of the Patton, the player must command the rookie troopers ‘drafted’ from the ship’s population of engineers and scientists. On board the Patton the player controls the resources scavenged from the alien craft, and bases, during combat missions. Hand picking squads and arming them with the latest technology developed from both Alien and Human technologies he prepares them for their next foray into the unknown.&lt;br /&gt;
&lt;br /&gt;
As the player progresses through the missions, they receive information about their new allies the Ascidians, and the alien races they are at war with. On board the Patton the scientists and engineers must master the recovered alien technology and construct new weapons and equipment from materials scavenged from both their encounters and what lies within the hold of their own ship.&lt;br /&gt;
&lt;br /&gt;
Within the combat missions the player controls their squad as they fight their way to the enemies’ home world to prevent the decimation of the Ascidian’s homeworld and to gain the dimension gate technology to enable them to return home. Direct control of the troopers can be given to the X‑COM Commander, assisting the trooper if they become injured or panic as they get thrown in to the heat of combat.&lt;br /&gt;
{{Ref Close| source = Terry Greer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background on the Ascidian Caste system &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intellects&#039;&#039;&#039;&lt;br /&gt;
These creatures have evolved to maximise their efficiency for discovery and scientific study. These creatures have an increased brain pan size, with associated atrophy of their defence and attack elements of their bodies forms.&lt;br /&gt;
&lt;br /&gt;
Vestigial elements of the warrior caste’s defence spines are present. The lack of heavy physical labour within their lives has lead to the weakening of their tool using upper limb set.&lt;br /&gt;
&lt;br /&gt;
Loss of the thickened hide and bone plating with respect to the warrior species has occurred, presumably to support the increased blood flow in the increased tissue mass within the cerebral cortex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039;&lt;br /&gt;
Showing a remarkable level of deviation from the general physiology of the Genus creatures of this caste show increased quantities of muscle mass within their bodies to allow them to perform the heavy manual labour that is usually their lot.&lt;br /&gt;
&lt;br /&gt;
The reduced requirements for abstract thinking and the increased requirements for fine motor control and reactions has led to a startling evolutionary solution. Rather than having one centralised brain these creatures have developed localised centres of control. These “sub-brains” have apparently developed to impart the creatures with increased reactions and strength through much better localised control of their Cardio-vascular systems. These gains are however offset by the reduced speed of high level thought and reactions to tactical situations as the increased ‘pre-processing’ that takes place within the sub-brains leads to the requirement of data accumulation and error checking of suppositions made by the lower order sub-brains.&lt;br /&gt;
&lt;br /&gt;
The loss of any spikes on the creatures body and the warriors aggressive jaw variants, while still retaining the thickened hide and solid bone plates allows the creatures a high level of protection, whilst keeping them submissive and easy to control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;&lt;br /&gt;
Featuring the delocalised control centres found in the worker caste, the creatures have a “Command &amp;amp; Strategy” brain located in the cranial cavity, whilst retaining the localised sub brain system to deal with reflex actions within the body.&lt;br /&gt;
&lt;br /&gt;
A localised sub brain located immediately behind the retinal surfaces of the eyes appears to be dedicated to image processing, allowing a far greater level of visual acuity than would otherwise be possible.&lt;br /&gt;
Improved sensitivity of the retinal surfaces allows a much wider range of Electro-Magnetic radiation to be imaged by the eyes, the range of wavelengths the eye is sensitive to apparently ranging from near microwave radiation wavelengths to the end of the visible spectrum for humans, the respective wavelength limits being 2 x 10-4 metres to 4 x 10-7 metres.&lt;br /&gt;
&lt;br /&gt;
This ability allows the creatures to sense the emissions from our electronic equipment &amp;amp; to locate a unit without the need for a physical line of sight.&lt;br /&gt;
&lt;br /&gt;
== Credits &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
Please note that this only refers to those who worked on it in the UK.&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Design and level design&lt;br /&gt;
* Me (Terry Greer)&lt;br /&gt;
* Andy Williams&lt;br /&gt;
* Marc Curtis&lt;br /&gt;
* Stuart Poole&lt;br /&gt;
* Rab Letham&lt;br /&gt;
* Paul Truss&lt;br /&gt;
Artists&lt;br /&gt;
* Drew Northcott&lt;br /&gt;
* Jonathan Rowe&lt;br /&gt;
* PaulAyliffe&lt;br /&gt;
* Paul Truss&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Erol Kentli&lt;br /&gt;
* Guy Jeffries&lt;br /&gt;
* Martin Smilee&lt;br /&gt;
* Mathew Knott&lt;br /&gt;
* Martin Severn&lt;br /&gt;
* Kevin Wicks&lt;br /&gt;
* Andy Cook&lt;br /&gt;
* Greg Shill&lt;br /&gt;
Producers&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Grant Dean&lt;br /&gt;
* Stuart Whyte&lt;br /&gt;
Programming&lt;br /&gt;
* Nick Thompson&lt;br /&gt;
* Andy Parton (Audio)&lt;br /&gt;
* Scott Johnston&lt;br /&gt;
* Finlay Monroe&lt;br /&gt;
QA&lt;br /&gt;
* Andrew Luckett&lt;br /&gt;
Music/Audio&lt;br /&gt;
* John Broomhall&lt;br /&gt;
* Darren Lam bourne&lt;br /&gt;
&lt;br /&gt;
== Gallery Terry Greers Screens &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
[[File:XCOMallianceShot0018.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0016_layer_20.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0014_layer_23.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XcomAlliance_Squad_Selection_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xa_Squad_Arming_Screen_Layout.png|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0007_layer_30.jpg|100px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:XCOMallianceUntitled-2_0005_layer_40.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== Gallery Gamespot and IGN Screens==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcalliance007.jpg|100px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance0044.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcalliance008.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xcomalliance010.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
[[File:Xconalliance 001.jpg|50px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_002.jpg|200px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance 003.jpg|150px|XCOM Alliance Concept]]&lt;br /&gt;
[[File:Xconalliance_004.jpg|200px|XCOM Alliance Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== XCOM Enforcer reuses assets from Alliance==&lt;br /&gt;
&lt;br /&gt;
[[File:Xcom_alliance_30.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_31.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_32.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_33.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_34.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_35.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_36.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_37.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_38.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_39.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_40.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_41.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_42.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_43.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
[[File:Xcom_alliance_44.jpg|XCOM Alliance Aliens]]&lt;br /&gt;
==Reception==&lt;br /&gt;
Early versions of &#039;&#039;Alliance&#039;&#039; garnered very favorable responses from several video game publications, including &#039;&#039;&#039;GameSpot&#039;s&#039;&#039;&#039; &amp;quot;Best of E3 (Sequels)&amp;quot; award in 1998 and &#039;&#039;&#039;IGN&#039;&#039;&#039; PC&#039;s &amp;quot;Best Action Game of E3&amp;quot; award in 2000.https://www.ign.com/articles/2000/05/17/ignpcs-best-of-e3-2000 &#039;&#039;&#039;GameSpy&#039;&#039;&#039; called it &amp;quot;the most ambitious game we&#039;ve seen at E3&amp;quot; and &amp;quot;the pinnacle of tactical gaming, a new high-water mark that&#039;ll bust through established game genres,&amp;quot; and &#039;&#039;&#039;PC Zone&#039;&#039;&#039; called it &amp;quot;a serious contender for &#039;game of the year&#039;&amp;quot; in 2000. http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm or https://web.archive.org/web/20060926140228/http://xcomalliance.3dactionplanet.gamespy.com/webcoverage.htm &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;XCommand&#039;&#039;&#039;, formerly available at &#039;&#039;http://dynamic.gamespy.com/~xcom/&#039;&#039; is now defunct. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Terry Greer&#039;&#039;&#039;, at &#039;&#039;http://www.terrygreer.com/xcomalliance.html&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Gamespot&#039;&#039;&#039;, at &#039;&#039;https://www.gamespot.com/games/x-com-alliance/images/ &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &#039;&#039;&#039;IGN&#039;&#039;&#039;, at &#039;&#039;https://www.ign.com/articles/2000/06/06/x-com-alliance-interview-and-movie &#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; &#039;&#039;&#039;Fansite&#039;&#039;&#039;, at &#039;&#039;https://web.archive.org/web/20070621223203/http://xcomalliance.3dactionplanet.gamespy.com/&#039;&#039;. lot of information&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; A leaked Beta is available for use in the Unreal program: http://www.xcomufo.com/forums/index.php?showtopic=242035170&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Trailer: https://www.youtube.com/watch?v=oVwIkJPMeP4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Intro: https://www.youtube.com/watch?v=aNwJmMcImcU&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; Some gameplay footage of X-COM Alliance &amp;quot;Beta 219&amp;quot; - One Level, mainly from this beta, is also available online on Youtube. For example, the opening level: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; &#039;&#039;&#039;YouTube&#039;&#039;&#039; X-COM Alliance Briefing Video https://www.youtube.com/watch?v=2DEivO1KXfk&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
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