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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Morgan525</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T03:22:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Tasoth&amp;diff=71640</id>
		<title>Talk:Tasoth</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Tasoth&amp;diff=71640"/>
		<updated>2016-04-01T08:00:36Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Shipping Route missions in April/May? */  Confirm chart is correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nomenclature==&lt;br /&gt;
&lt;br /&gt;
Like I said over in the Sectoid discussion page, I&#039;m doing a personal project and wondering about the origins of the alien names. Most are self-explanatory, but I can&#039;t find anything about a &#039;Tasoth&#039; that doesn&#039;t relate to TFTD. The suffix -oth seems to mean something in H.P. Lovecraft&#039;s fictional language (&#039;a native of&#039;), but I can&#039;t find anything about &#039;tas.&#039; Maybe it just means they&#039;re the natives of a planet/realm/other called Tas?&lt;br /&gt;
[[User:Debesh Unnos|Debesh Unnos]] 21:09, 12 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m probably over-simplifying the answer, but apart from being made up to sound Lovecraft-ey, Tas may just refer to T&#039;Leth. It would certainly be fitting. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:13, 4 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Plural==&lt;br /&gt;
&lt;br /&gt;
Is there any evidence either way about whether the plural of Tasoth is &amp;quot;Tasoth&amp;quot; or &amp;quot;Tasoths&amp;quot;? If not, what&#039;s the plural of Shoggoth in Lovecraft&#039;s work? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:15, 3 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I know Wikipedia&#039;s not the be-all and end-all of knowledge, but http://en.wikipedia.org/wiki/Shoggoth does have Shoggoths as a plural. &lt;br /&gt;
&lt;br /&gt;
: For Tasoth though, I am guessing the last line in the live entry seems to suggest &#039;&#039;Tasoth&#039;&#039; is the plural. We would normally add an s when we pluralize the rank. Tasoth Soldiers and Tasoth Squad Leaders for example. The only time you&#039;d stick s on the end is with an apostrophe to indicate possession. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:54, 4 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
The last two lines of the live entry are singular (why, I have no clue). &amp;quot;The Tasoth &#039;&#039;&#039;is&#039;&#039;&#039; a true alien and &#039;&#039;&#039;its&#039;&#039;&#039; behaviour and carnivorous nature unmatched on the planet. The Tasoth often form&#039;&#039;&#039;s&#039;&#039;&#039; the spearhead of an alien attack and never seem&#039;&#039;&#039;s&#039;&#039;&#039; to shrink from the fight even in the face of overwhelming odds.&amp;quot; So it doesn&#039;t tell us the plural.&lt;br /&gt;
&lt;br /&gt;
Shoggoths (and that is indeed the plural; just checked At the Mountains of Madness) are a servant race of the Old Ones, bred to perform manual labour. They share certain features with Tasoth(s), specifically their aquatic nature and mutable flesh. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:14, 4 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Shipping Route missions in April/May? ==&lt;br /&gt;
&lt;br /&gt;
This has had a {{Verify}} tag for several years. That they can&#039;t appear before April on such missions is an obvious consequence of the fact that Shipping Route missions themselves don&#039;t appear until April; however, does anyone know for sure whether the [[Alien Appearance Ratios]] table includes them in the April/May block on Shipping Routes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:37, 1 April 2016 (UTC)&lt;br /&gt;
:The charts are correct. Shipping routes only use one entry on the alien selection table, despite the length of the game. Here is the raw data: 0x478D1C: 00 01 01 01 04 04 02 02 03 03 -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:00, 1 April 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71555</id>
		<title>MISDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71555"/>
		<updated>2016-03-23T08:40:23Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This 170 byte file (172 for TFTD) is only used by tactical saves, and much of it is made up of two-byte signed integers. It comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine and stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder. Contains info required for [[Battlescape Map Generation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISDATA.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], effectively a mirror of the original &amp;quot;MISSION.DAT&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the MISSDAT folder at the end of combat. Contains debreifing data (such as who won, what was recovered and what points were scored). The relevant offsets for this file are unused by the previous two versions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#169|169]]/[[#171|171]]) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0xA9|0xA9]]/[[#0xAB|0xAB]]) in &#039;&#039;&#039;bold&#039;&#039;&#039;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|The first 20 bytes are a count up of the various recoverable tile types in the map. These two-byte integers are only set if you actually won the mission by eliminating all enemy forces. These offsets + 100 index into the respective [[BASE.DAT]] values that they&#039;ll be added to.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment Recovery]] for more information.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x01&lt;br /&gt;
|[[UFO Power Source]] ([[MCD#59|MCD[59]]] set to 02).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-3&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x03&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x03&lt;br /&gt;
|[[UFO Navigation]] ([[MCD#59|MCD[59]]] set to 03, not counted for alien bases).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;4-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;4-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x04-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x04-0x05&lt;br /&gt;
|[[UFO Construction]] ([[MCD#59|MCD[59]]] set to 04, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x07&lt;br /&gt;
|[[Alien Food]] ([[MCD#59|MCD[59]]] set to 05).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x09&lt;br /&gt;
|[[Alien Reproduction]] ([[MCD#59|MCD[59]]] set to 06, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10-11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10-11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A-0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A-0x0B&lt;br /&gt;
|[[Alien Entertainment]] ([[MCD#59|MCD[59]]] set to 07).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12-13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12-13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C-0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C-0x0D&lt;br /&gt;
|[[Alien Surgery]] ([[MCD#59|MCD[59]]] set to 08).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14-15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14-15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E-0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E-0x0F&lt;br /&gt;
|[[Examination Room]] ([[MCD#59|MCD[59]]] set to 09).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16-17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16-17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10-0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10-0x11&lt;br /&gt;
|[[Alien Alloys]] ([[MCD#59|MCD[59]]] set to 10).&lt;br /&gt;
&lt;br /&gt;
The total is divided by 2 for a UFO mission or 30 for an alien base. The value stored here is further divided by 5 to get the result you see on the debriefing screen.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12-0x13&lt;br /&gt;
|[[Alien Habitat]] ([[MCD#59|MCD[59]]] set to 11, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Mission descriptor. Possible values:&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                              &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
 0: UFO Site                      0: Alien Sub Site&lt;br /&gt;
 1: Terror Site                   1: Port/Island Attack&lt;br /&gt;
 2: Base Defence (X-COM Base)     2: Base Defense (X-COM Base)&lt;br /&gt;
 3: Base Offense (Alien Base)     3: Colony Stage 1&lt;br /&gt;
 4: Mars Stage 1                  4: T&#039;leth Stage 1&lt;br /&gt;
 5: Mars Stage 2                  5: T&#039;leth Stage 2&lt;br /&gt;
                                  6: T&#039;leth Stage 3&lt;br /&gt;
                                  7: Artefact Site Stage 1&lt;br /&gt;
                                  8: Artefact Site Stage 2&lt;br /&gt;
                                  9: Passenger/Cargo Ship Stage 1&lt;br /&gt;
                                 10: Passenger/Cargo Ship Stage 2&lt;br /&gt;
                                 11: Colony Stage 2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;22-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x16-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Values &amp;lt;b&amp;gt;22-73&amp;lt;/b&amp;gt; (Hex: &amp;lt;b&amp;gt;16-49&amp;lt;/b&amp;gt;) primarily hold scoring information. As per the tile recovery indexes, these are only stored in the final &amp;quot;end-of-combat&amp;quot; MISSION2.DAT. For temporary storage mid-mission, some of these values are stored in [[WGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x17&lt;br /&gt;
|Aliens killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18-0x19&lt;br /&gt;
|Aliens killed score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1B&lt;br /&gt;
|Alien corpses.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C-0x1D&lt;br /&gt;
|Corpse score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30-31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30-31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E-0x1F&lt;br /&gt;
|Live aliens captured.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32-33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32-33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20-0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20-0x21&lt;br /&gt;
|Live alien score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34-35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34-35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22-0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22-0x23&lt;br /&gt;
|Artefacts (&#039;&#039;unresearched&#039;&#039; alien items) recovered.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36-37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36-37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24-0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24-0x25&lt;br /&gt;
|Artefacts score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38-39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38-39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26-0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26-0x27&lt;br /&gt;
|Alien base control destroyed. This flags if you win a [[Alien_Base_Assault|base offense mission]] by killing all enemy forces, or if you destroy all 16 nav modules in the command center. If not zero, the base you were attacking will be removed from the world map at the end of combat.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40-41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40-41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28-0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28-0x29&lt;br /&gt;
|Base control score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42-43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42-43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A-0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A-0x2B&lt;br /&gt;
|Civilians killed by aliens.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44-45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44-45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C-0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C-0x2D&lt;br /&gt;
|Civilians killed by aliens score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46-47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46-47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E-0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E-0x2F&lt;br /&gt;
|Civilians killed by X-COM.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48-49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48-49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30-0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30-0x31&lt;br /&gt;
|Civilians killed by X-COM score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50-51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50-51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32-0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32-0x33&lt;br /&gt;
|Civilians saved.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52-53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52-53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34-0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34-0x35&lt;br /&gt;
|Civilians saved score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54-55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54-55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36-0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36-0x37&lt;br /&gt;
|X-COM troopers killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56-57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56-57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38-0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38-0x39&lt;br /&gt;
|X-COM troopers killed score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58-59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58-59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A-0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A-0x3B&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60-61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60-61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C-0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C-0x3D&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; score (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62-63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62-63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E-0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E-0x3F&lt;br /&gt;
|X-COM troopers MIA.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64-65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64-65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40-0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40-0x41&lt;br /&gt;
|X-COM troopers MIA score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66-67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66-67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42-0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42-0x43&lt;br /&gt;
|Tanks lost.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68-69&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68-69&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44-0x45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44-0x45&lt;br /&gt;
|Tanks lost score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;70-71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;70-71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x46-0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x46-0x47&lt;br /&gt;
|X-COM craft lost (GeoScape ignores this if you actually lose a craft, Tactical sets it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72-73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48-0x49&lt;br /&gt;
|X-COM craft lost score (GeoScape ignores this if you actually lose a craft, Tactical doesn&#039;t set it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74-75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74-75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A-0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A-0x4B&lt;br /&gt;
|A value based on the time at the [[LOC.DAT]] location. References into a table stored in the executable in order to define the values in [[BGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C&lt;br /&gt;
|For a UFO site, this is the [[LOC.DAT]] reference corresponding to the crash site. This is plausibly true for every mission type (with the possible exception of the [[Cydonia|Mars assault]]). Used to determine whether the alien ship crashed or not (and therefore whether to randomly detonate the power supply units). &#039;&#039;I seem to remember that tweaking this byte could have an effect on [[BGLOB.DAT]], but I might&#039;ve confused myself. - [[User:Bomb Bloke|Bomb Bloke]] 03:45, 23 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4D&lt;br /&gt;
|Index into [[CRAFT.DAT]] pointing to the craft sent on this mission. In the case of base defence (see offset [[#79|[79]]]), it indexes to the [[LOC.DAT]] record for the base in concern.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E&lt;br /&gt;
|Victory status.&lt;br /&gt;
&lt;br /&gt;
 0: Mission aborted with some units in exit areas.&lt;br /&gt;
 1: Mission won.&lt;br /&gt;
 2: Mission lost.&lt;br /&gt;
 3: Mission aborted with no units in exit areas.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4F&lt;br /&gt;
|0 unless the mission is a UFO site, in which case it is 1. Determines use of [[#77|[77]]] but doesn&#039;t seem to affect [[#16-17|[16-17]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80-151&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80-151&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50-0x97&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50-0x97&lt;br /&gt;
|A list of 36 two-byte integers, used during base defence missions. In order, they represent each module in your base, reading from left to right, top to bottom.&lt;br /&gt;
&lt;br /&gt;
At the end of battle, the tactical game engine tallies up the amount of [[Base_Defence#Destruction_Of_Base_Facilities|&amp;quot;target&amp;quot; objects]] existing within each module, and stores the results in &amp;quot;MISSION2.DAT&amp;quot;. If that figure is 0 for any given destructible [[Base_Facilities_(EU)|facility]], then the geoscape engine will remove it from your base (along with any &#039;&#039;other&#039;&#039; modules that relied on that section for passage to the [[Access Lift]]).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target objects&amp;quot; are tiles that have offset 60 set to 1 within their [[MCD]] record.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;152-167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x98-0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bytes &#039;&#039;&#039;152-167&#039;&#039;&#039; (Hex: &#039;&#039;&#039;0x98-0xA7&#039;&#039;&#039;) allow you to use the following equipment only if they are set to 1. X-COM produced equipment can be used even if it hasn&#039;t been researched (however, in order to get it into combat, you must build it - and &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; requires research). The last three entries in the list are item slots that were never used in the game.&lt;br /&gt;
|&#039;&#039;&#039;TFTD&#039;&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;152&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;152&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x98&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x98&lt;br /&gt;
|Enables [[Heavy Plasma]] ([[OBDATA.DAT|ObData]][34]) &lt;br /&gt;
|[[Vibro_Blade|Vibroblade]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;153&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;153&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x99&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x99&lt;br /&gt;
|Enables [[Heavy Plasma Clip]] ([[OBDATA.DAT|ObData]][35]) &lt;br /&gt;
|[[Thermic_Lance|Thermic Lance]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;154&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;154&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9A&lt;br /&gt;
|Enables [[Plasma Rifle]] ([[OBDATA.DAT|ObData]][36]) &lt;br /&gt;
|[[Heavy_Thermic_Lance|Heavy Thermic Lance]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;155&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;155&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9B&lt;br /&gt;
|Enables [[Plasma Rifle Clip]] ([[OBDATA.DAT|ObData]][37]) &lt;br /&gt;
|[[Sonic_Cannon|Sonic Cannon]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;156&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;156&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9C&lt;br /&gt;
|Enables [[Plasma Pistol]] ([[OBDATA.DAT|ObData]][38]) &lt;br /&gt;
|Sonic Cannon Clip&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;157&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;157&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9D&lt;br /&gt;
|Enables [[Plasma Pistol Clip]] ([[OBDATA.DAT|ObData]][39]) &lt;br /&gt;
|[[Sonic-Blasta_Rifle|Sonic-Blasta Rifle]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;158&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;158&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9E&lt;br /&gt;
|Enables [[Blaster Launcher]] ([[OBDATA.DAT|ObData]][40]) &lt;br /&gt;
|Blasta Clip&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;159&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;159&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9F&lt;br /&gt;
|Enables [[Blaster Bomb]] ([[OBDATA.DAT|ObData]][41]) &lt;br /&gt;
|[[Sonic_Pistol|Sonic Pistol]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;160&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;160&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA0&lt;br /&gt;
|Enables [[Small Launcher]] ([[OBDATA.DAT|ObData]][42]) &lt;br /&gt;
|Sonic Pistol Clip&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;161&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;161&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA1&lt;br /&gt;
|Enables [[Stun Bomb]] ([[OBDATA.DAT|ObData]][43]) &lt;br /&gt;
|[[Disruptor_Pulse_Launcher|Disruptor Pulse Launcher]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;162&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;162&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA2&lt;br /&gt;
|Enables [[Alien Grenade]] ([[OBDATA.DAT|ObData]][44]) &lt;br /&gt;
|Disruptor Ammo&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;163&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;163&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA3&lt;br /&gt;
|Enables [[Elerium-115]] ([[OBDATA.DAT|ObData]][45]) &lt;br /&gt;
|[[Thermal_Shok_Launcher|Thermal Shok Launcher]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;164&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;164&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA4&lt;br /&gt;
|Enables [[Mind Probe]] ([[OBDATA.DAT|ObData]][46]) &lt;br /&gt;
|Thermal Shok Bomb&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;165&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;165&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA5&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][47]) &lt;br /&gt;
|[[Sonic_Pulser|Sonic Pulsar]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;166&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;166&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA6&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][48])&lt;br /&gt;
|null&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;167&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA7&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][49]) &lt;br /&gt;
|[[M.C._Reader|M.C. Reader]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;168-169&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;168-169&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA8-0xA9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA8-0xA9&lt;br /&gt;
|Determines the language in which the mission was initiated. If the game is saved and later loaded, this overrides whatever language was selected when the program started.&lt;br /&gt;
&lt;br /&gt;
 0 - English&lt;br /&gt;
 1 - German&lt;br /&gt;
 2 - French&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;170-171&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;170-171&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xAA-0xAB&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xAA-0xAB&lt;br /&gt;
|Only present for TFTD. Determines the depth level (that is, which [[PALETTES.DAT#TFTD Tactical Palettes|battlescape palette]] to use, whether to render air bubbles around units, and which background noise to play):&lt;br /&gt;
&lt;br /&gt;
 0 - Surface&lt;br /&gt;
 1 - Shallow Water&lt;br /&gt;
 2 - Medium Depths&lt;br /&gt;
 3 - Deep Sea&lt;br /&gt;
&lt;br /&gt;
Values above 3 use the surface palette, but otherwise act as though the mission were underwater.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Map Generation]]&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[MCD|MCD files]]&lt;br /&gt;
* [[WGLOB.DAT]]&lt;br /&gt;
* [[CRAFT.DAT]]&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT_(TFTD)&amp;diff=71554</id>
		<title>RESEARCH.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=RESEARCH.DAT_(TFTD)&amp;diff=71554"/>
		<updated>2016-03-23T08:11:22Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: switched decimal to hex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
File dump created using Smart Dump 3.11 &lt;br /&gt;
&lt;br /&gt;
File:   game_1\research.dat&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
               Object /&lt;br /&gt;
#  Offset    Base Research UfoPedia Score Don&#039;t    Has No*  Prereqs*&lt;br /&gt;
   |         Days Category   Cat Obj |    Repeat?  Prereq?  Met/Nil?&lt;br /&gt;
00 00000000: 0032 00 00 00 00 0B 00 0A 00 00000000 00000001 00000001 Gauss Tech&lt;br /&gt;
01 00000016: 00B4 00 00 18 00 02 17 14 00 00000000 00000001 00000001 Particle Disturbance Sensor&lt;br /&gt;
02 0000002C: 00D2 00 00 19 00 02 18 14 00 00000000 00000001 00000001 Medi-Kit&lt;br /&gt;
03 00000042: 01F4 00 00 1D 00 02 19 14 00 00000000 00000000 00000000 M.C. Disruptor&lt;br /&gt;
04 00000058: 0320 31 00 00 00 03 22 1E 00 00000000 00000001 00000001 Sonic Cannon&lt;br /&gt;
05 0000006E: 0190 32 00 00 00 03 23 07 00 00000000 00000001 00000001 Cannon Power Clip&lt;br /&gt;
06 00000084: 02BC 33 00 00 00 03 24 19 00 00000000 00000001 00000001 Blasta Rifle&lt;br /&gt;
07 0000009A: 0190 34 00 00 00 03 25 06 00 00000000 00000001 00000001 Blasta Clip&lt;br /&gt;
08 000000B0: 0258 35 00 00 00 03 26 14 00 00000000 00000001 00000001 Sonic Pistol&lt;br /&gt;
09 000000C6: 0190 36 00 00 00 03 27 05 00 00000000 00000001 00000001 Sonic Pistol Clip&lt;br /&gt;
0A 000000DC: 0384 37 00 00 00 03 28 28 00 00000000 00000000 00000000 Disruptor Pulse Launcher&lt;br /&gt;
0B 000000F2: 012C 38 00 00 00 03 29 0A 00 00000000 00000000 00000000 Disruptor Ammo&lt;br /&gt;
0C 00000108: 0226 39 00 00 00 03 2A 1E 00 00000000 00000001 00000001 Thermal Shock Launcher&lt;br /&gt;
0D 0000011E: 00B4 3A 00 00 00 03 2B 0A 00 00000000 00000001 00000001 Thermal Shock Bomb&lt;br /&gt;
0E 00000134: 00C8 3B 00 00 00 03 2C 14 00 00000000 00000001 00000001 Sonic Pulser&lt;br /&gt;
0F 0000014A: 01C2 3C 00 00 00 03 2D 28 00 00000000 00000001 00000001 Zrbite&lt;br /&gt;
10 00000160: 0258 3D 00 00 00 03 2E 19 00 00000000 00000000 00000000 M.C. Reader&lt;br /&gt;
11 00000176: 01C2 50 00 00 00 07 00 1E 00 00000000 00000001 00000001 Ion-Beam Accelerator&lt;br /&gt;
12 0000018C: 01C2 51 00 00 00 07 01 1E 00 00000000 00000001 00000001 Magnetic Navigation&lt;br /&gt;
13 000001A2: 01C2 52 00 14 00 07 02 1E 00 00000000 00000000 00000000 Alien Sub Construction&lt;br /&gt;
14 000001B8: 0096 53 00 00 00 07 03 1E 00 00000000 00000001 00000001 Alien Cryogenics&lt;br /&gt;
15 000001CE: 0096 54 00 00 00 07 04 1E 00 00000000 00000001 00000001 Alien Cloning&lt;br /&gt;
16 000001E4: 0096 55 00 00 00 07 05 1E 00 00000000 00000001 00000001 Alien Learning Arrays&lt;br /&gt;
17 000001FA: 0096 56 00 00 00 07 06 1E 00 00000000 00000001 00000001 Alien Implanter&lt;br /&gt;
18 00000210: 0096 57 00 00 00 07 07 1E 00 00000000 00000001 00000001 Examination Room&lt;br /&gt;
19 00000226: 0190 00 00 00 00 07 08 1E 00 00000000 00000000 00000000 Aqua Plastics&lt;br /&gt;
1A 0000023C: 0258 00 00 01 00 00 04 1E 00 00000000 00000000 00000000 Manta&lt;br /&gt;
1B 00000252: 02BC 00 00 02 00 00 01 1E 00 00000000 00000000 00000000 Hammerhead&lt;br /&gt;
1C 00000268: 0384 00 00 03 00 00 02 1E 00 00000000 00000000 00000000 Leviathan&lt;br /&gt;
1D 0000027E: 0064 00 00 04 00 02 10 0A 00 00000000 00000000 00000000 Gauss Pistol&lt;br /&gt;
1E 00000294: 012C 00 00 05 00 02 11 0A 00 00000000 00000000 00000000 Gauss Rifle&lt;br /&gt;
1F 000002AA: 01CC 00 00 06 00 02 12 0A 00 00000000 00000000 00000000 Heavy Gauss&lt;br /&gt;
20 000002C0: 01A4 00 00 07 00 00 09 0A 00 00000000 00000000 00000000 Craft Gauss Cannon (includes Gauss Cannon Ammo)&lt;br /&gt;
21 000002D6: 0294 00 00 08 00 00 0A 19 00 00000000 00000000 00000000 Sonic Oscillator&lt;br /&gt;
22 000002EC: 0370 00 00 09 00 00 08 19 00 00000000 00000000 00000000 PWT Cannon&lt;br /&gt;
23 00000302: 01FE 00 00 0A 00 04 09 0F 00 00000000 00000000 00000000 Gauss Defences&lt;br /&gt;
24 00000318: 026C 00 00 0B 00 04 0A 19 00 00000000 00000000 00000000 Sonic Defences&lt;br /&gt;
25 0000032E: 0320 00 00 0C 00 04 0B 19 00 00000000 00000000 00000000 PWT Defences&lt;br /&gt;
26 00000344: 03A2 00 00 0D 00 04 0C 19 00 00000000 00000000 00000000 Bombardment Shield&lt;br /&gt;
27 0000035A: 0168 00 00 0E 00 04 0D 19 00 00000000 00000000 00000000 MC Generator&lt;br /&gt;
28 00000370: 01A4 00 00 0F 00 04 0E 19 00 00000000 00000000 00000000 MC Lab&lt;br /&gt;
29 00000386: 029E 00 00 10 00 04 0F 19 00 00000000 00000000 00000000 Transmission Resolver&lt;br /&gt;
2A 0000039C: 00FA 00 00 11 00 01 02 0F 00 00000000 00000000 00000000 Coelacanth/Gauss&lt;br /&gt;
2B 000003B2: 01AE 00 00 12 00 01 03 19 00 00000000 00000000 00000000 Displacer/Sonic&lt;br /&gt;
2C 000003C8: 02B2 00 00 13 00 01 04 19 00 00000000 00000000 00000000 Displacer/PWT&lt;br /&gt;
2D 000003DE: 00B4 41 00 00 00 05 01 32 00 00000000 00000001 00000001 Aquatoid Corpse&lt;br /&gt;
2E 000003F4: 00B4 42 00 00 00 05 03 32 00 00000000 00000001 00000001 Gill Man Corpse&lt;br /&gt;
2F 0000040A: 00B4 43 00 00 00 05 05 32 00 00000000 00000001 00000001 Lobsterman Corpse&lt;br /&gt;
30 00000420: 00B4 44 00 00 00 05 07 32 00 00000000 00000001 00000001 Tasoth Corpse&lt;br /&gt;
31 00000436: 00B4 45 00 00 00 05 09 32 00 00000000 00000001 00000001 Calcinite Corpse&lt;br /&gt;
32 0000044C: 00B4 46 00 00 00 05 0B 32 00 00000000 00000001 00000001 Deep One Corpse&lt;br /&gt;
33 00000462: 00B4 47 00 00 00 05 0D 32 00 00000000 00000001 00000001 Biodrone Corpse&lt;br /&gt;
34 00000478: 00B4 48 00 00 00 05 0F 32 00 00000000 00000001 00000001 Tentaculat Corpse&lt;br /&gt;
35 0000048E: 00B4 49 00 00 00 05 11 32 00 00000000 00000001 00000001 Triscene Corpse&lt;br /&gt;
36 000004A4: 00B4 4A 00 00 00 05 13 32 00 00000000 00000001 00000001 Hallucinoid Corpse&lt;br /&gt;
37 000004BA: 00B4 4B 00 00 00 05 15 32 00 00000000 00000001 00000001 Xarquid Corpse&lt;br /&gt;
38 000004D0: 012C 00 00 15 00 06 64 3C 00 00000000 00000000 00000000 Alien Origins&lt;br /&gt;
39 000004E6: 01F4 00 00 16 00 06 65 3C 00 00000000 00000000 00000000 Ultimate Threat&lt;br /&gt;
3A 000004FC: 0258 00 00 17 00 06 66 3C 00 00000000 00000000 00000000 T&#039;leth the alien city&lt;br /&gt;
3B 00000512: 00B4 00 00 1A 00 02 64 14 00 00000000 00000000 00000000 Plastic Aqua Armor&lt;br /&gt;
3C 00000528: 00CD 00 00 1B 00 02 65 14 00 00000000 00000000 00000000 Ion Armor&lt;br /&gt;
3D 0000053E: 014A 00 00 1C 00 02 66 14 00 00000000 00000000 00000000 Mag-Ion Armor&lt;br /&gt;
3E 00000554: 003C 00 00 1E 00 02 2F 05 00 00000000 00000000 00000000 Gauss Pistol Clip&lt;br /&gt;
3F 0000056A: 0096 00 00 1F 00 02 30 07 00 00000000 00000000 00000000 Gauss Rifle Clip&lt;br /&gt;
40 00000580: 00E6 00 00 20 00 02 31 0A 00 00000000 00000000 00000000 Heavy Gauss Clip&lt;br /&gt;
41 00000596: 0190 00 00 11 00 02 0D 0A 00 00000000 00000000 00000000 &amp;lt;&amp;lt;BAD REF&amp;gt;&amp;gt; (unused Gauss Cannon ammo??)&lt;br /&gt;
42 000005AC: 01F4 00 00 21 05 03 1C 14 00 00000000 00000000 00000000 Vibroblade&lt;br /&gt;
43 000005C2: 01F4 00 00 22 00 03 1D 19 00 00000000 00000000 00000000 Thermic Lance&lt;br /&gt;
44 000005D8: 0258 00 00 23 00 03 1E 1E 00 00000000 00000000 00000000 Heavy Thermic Lance&lt;br /&gt;
45 000005EE: 00C0 00 01 01 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Soldier (r1)&lt;br /&gt;
46 00000604: 00C0 00 01 02 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Squad Leader (r2)&lt;br /&gt;
47 0000061A: 00C0 00 01 03 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Technician (r3)&lt;br /&gt;
48 00000630: 00C0 00 01 04 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Medic (r4)&lt;br /&gt;
49 00000646: 00C0 00 01 05 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Navigator (r5)&lt;br /&gt;
4A 0000065C: 00C0 00 01 06 00 06 01 00 00 00000000 00000001 00000001 Live Aquatoid Commander (r6)&lt;br /&gt;
4B 00000672: 00C0 00 02 01 00 06 02 00 00 00000000 00000001 00000001 Live Gillman Soldier (r1)&lt;br /&gt;
4C 00000688: 00C0 00 02 04 00 06 02 00 00 00000000 00000001 00000001 Live Gillman Squad Leader (r4)&lt;br /&gt;
4E 0000069E: 00C0 00 02 05 00 06 02 00 00 00000000 00000001 00000001 Live Gillman Technician (r5)&lt;br /&gt;
4F 000006B4: 00C0 00 02 06 00 06 02 00 00 00000000 00000001 00000001 Live Gillman Commander (r6)&lt;br /&gt;
50 000006CA: 00C0 00 03 01 00 06 03 00 00 00000000 00000001 00000001 Live Lobsterman Soldier (r1)&lt;br /&gt;
51 000006E0: 00C0 00 03 02 00 06 03 00 00 00000000 00000001 00000001 Live Lobsterman Squad Leader (r2)&lt;br /&gt;
52 000006F6: 00C0 00 03 04 00 06 03 00 00 00000000 00000001 00000001 Live Lobsterman Technician (r4)&lt;br /&gt;
53 0000070C: 00C0 00 03 05 00 06 03 00 00 00000000 00000001 00000001 Live Lobsterman Navigator (r5)&lt;br /&gt;
54 00000722: 00C0 00 03 06 00 06 03 00 00 00000000 00000001 00000001 Live Lobsterman Commander (r6)&lt;br /&gt;
55 00000738: 00C0 00 04 05 00 06 04 00 00 00000000 00000001 00000001 Live Tasoth Soldier (r5)&lt;br /&gt;
56 0000074E: 00C0 00 04 06 00 06 04 00 00 00000000 00000001 00000001 Live Tasoth Squad Leader (r6)&lt;br /&gt;
57 00000764: 00AA 00 05 07 00 06 05 00 00 00000000 00000001 00000001 **Live terror units from here onward**&lt;br /&gt;
58 0000077A: 00AA 00 06 07 00 06 06 00 00 00000000 00000001 00000001 &lt;br /&gt;
59 00000790: 00AA 00 07 07 00 06 07 00 00 00000000 00000001 00000001 &lt;br /&gt;
5A 000007A6: 00AA 00 08 07 00 06 08 00 00 00000000 00000001 00000001 &lt;br /&gt;
5B 000007BC: 00AA 00 09 07 00 06 09 00 00 00000000 00000001 00000001 &lt;br /&gt;
5C 000007D2: 00AA 00 0A 07 00 06 0A 00 00 00000000 00000001 00000001 &lt;br /&gt;
5D 000007E8: 00AA 00 0B 07 00 06 0B 00 00 00000000 00000001 00000001 &lt;br /&gt;
5E 000007FE: 0000 00 00 00 00 00 00 00 00 00000000 00000000 00000000 (Presumed End of File record)&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
--[[User:BladeFireLight|BladeFireLight]] 21:45, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
(Moved from [[Talk:Alien Research (TFTD)]])[[User:Spike|Spike]] 16:33, 16 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Note: Prereqs referred to in the last two columns are &#039;&#039;in addition&#039;&#039; to the pre-req of possessing the researched object (columns 2-4 / bytes 0x02-0x4).&lt;br /&gt;
&lt;br /&gt;
Column headings and interpretation above &#039;&#039;assumes&#039;&#039; the structure is identical to EU. See [[RESEARCH.DAT]] for more information. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71553</id>
		<title>MISDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71553"/>
		<updated>2016-03-23T05:33:44Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This 170 byte file (172 for TFTD) is only used by tactical saves, and much of it is made up of two-byte signed integers. It comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine and stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder. Contains info required for [[Battlescape Map Generation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISDATA.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], effectively a mirror of the original &amp;quot;MISSION.DAT&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the MISSDAT folder at the end of combat. Contains debreifing data (such as who won, what was recovered and what points were scored). The relevant offsets for this file are unused by the previous two versions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#169|169]]/[[#171|171]]) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0xA9|0xA9]]/[[#0xAB|0xAB]]) in &#039;&#039;&#039;bold&#039;&#039;&#039;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|The first 20 bytes are a count up of the various recoverable tile types in the map. These two-byte integers are only set if you actually won the mission by eliminating all enemy forces. These offsets + 100 index into the respective [[BASE.DAT]] values that they&#039;ll be added to.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment Recovery]] for more information.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x01&lt;br /&gt;
|[[UFO Power Source]] ([[MCD#59|MCD[59]]] set to 02).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-3&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x03&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x03&lt;br /&gt;
|[[UFO Navigation]] ([[MCD#59|MCD[59]]] set to 03, not counted for alien bases).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;4-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;4-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x04-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x04-0x05&lt;br /&gt;
|[[UFO Construction]] ([[MCD#59|MCD[59]]] set to 04, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x07&lt;br /&gt;
|[[Alien Food]] ([[MCD#59|MCD[59]]] set to 05).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x09&lt;br /&gt;
|[[Alien Reproduction]] ([[MCD#59|MCD[59]]] set to 06, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10-11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10-11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A-0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A-0x0B&lt;br /&gt;
|[[Alien Entertainment]] ([[MCD#59|MCD[59]]] set to 07).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12-13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12-13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C-0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C-0x0D&lt;br /&gt;
|[[Alien Surgery]] ([[MCD#59|MCD[59]]] set to 08).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14-15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14-15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E-0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E-0x0F&lt;br /&gt;
|[[Examination Room]] ([[MCD#59|MCD[59]]] set to 09).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16-17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16-17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10-0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10-0x11&lt;br /&gt;
|[[Alien Alloys]] ([[MCD#59|MCD[59]]] set to 10).&lt;br /&gt;
&lt;br /&gt;
The total is divided by 2 for a UFO mission or 30 for an alien base. The value stored here is further divided by 5 to get the result you see on the debriefing screen.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12-0x13&lt;br /&gt;
|[[Alien Habitat]] ([[MCD#59|MCD[59]]] set to 11, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Mission descriptor. Possible values:&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                              &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
 0: UFO Site                      0: Alien Sub Site&lt;br /&gt;
 1: Terror Site                   1: Port/Island Attack&lt;br /&gt;
 2: Base Defence (X-COM Base)     2: Base Defense (X-COM Base)&lt;br /&gt;
 3: Base Offense (Alien Base)     3: Colony Stage 1&lt;br /&gt;
 4: Mars Stage 1                  4: T&#039;leth Stage 1&lt;br /&gt;
 5: Mars Stage 2                  5: T&#039;leth Stage 2&lt;br /&gt;
                                  6: T&#039;leth Stage 3&lt;br /&gt;
                                  7: Artefact Site Stage 1&lt;br /&gt;
                                  8: Artefact Site Stage 2&lt;br /&gt;
                                  9: Passenger/Cargo Ship Stage 1&lt;br /&gt;
                                 10: Passenger/Cargo Ship Stage 2&lt;br /&gt;
                                 11: Colony Stage 2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;22-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x16-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Values &amp;lt;b&amp;gt;22-73&amp;lt;/b&amp;gt; (Hex: &amp;lt;b&amp;gt;16-49&amp;lt;/b&amp;gt;) primarily hold scoring information. As per the tile recovery indexes, these are only stored in the final &amp;quot;end-of-combat&amp;quot; MISSION2.DAT. For temporary storage mid-mission, some of these values are stored in [[WGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x17&lt;br /&gt;
|Aliens killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18-0x19&lt;br /&gt;
|Aliens killed score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1B&lt;br /&gt;
|Alien corpses.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C-0x1D&lt;br /&gt;
|Corpse score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30-31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30-31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E-0x1F&lt;br /&gt;
|Live aliens captured.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32-33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32-33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20-0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20-0x21&lt;br /&gt;
|Live alien score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34-35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34-35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22-0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22-0x23&lt;br /&gt;
|Artefacts (&#039;&#039;unresearched&#039;&#039; alien items) recovered.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36-37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36-37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24-0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24-0x25&lt;br /&gt;
|Artefacts score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38-39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38-39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26-0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26-0x27&lt;br /&gt;
|Alien base control destroyed. This flags if you win a [[Alien_Base_Assault|base offense mission]] by killing all enemy forces, or if you destroy all 16 nav modules in the command center. If not zero, the base you were attacking will be removed from the world map at the end of combat.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40-41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40-41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28-0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28-0x29&lt;br /&gt;
|Base control score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42-43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42-43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A-0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A-0x2B&lt;br /&gt;
|Civilians killed by aliens.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44-45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44-45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C-0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C-0x2D&lt;br /&gt;
|Civilians killed by aliens score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46-47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46-47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E-0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E-0x2F&lt;br /&gt;
|Civilians killed by X-COM.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48-49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48-49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30-0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30-0x31&lt;br /&gt;
|Civilians killed by X-COM score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50-51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50-51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32-0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32-0x33&lt;br /&gt;
|Civilians saved.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52-53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52-53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34-0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34-0x35&lt;br /&gt;
|Civilians saved score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54-55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54-55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36-0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36-0x37&lt;br /&gt;
|X-COM troopers killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56-57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56-57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38-0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38-0x39&lt;br /&gt;
|X-COM troopers killed score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58-59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58-59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A-0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A-0x3B&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60-61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60-61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C-0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C-0x3D&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; score (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62-63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62-63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E-0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E-0x3F&lt;br /&gt;
|X-COM troopers MIA.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64-65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64-65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40-0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40-0x41&lt;br /&gt;
|X-COM troopers MIA score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66-67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66-67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42-0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42-0x43&lt;br /&gt;
|Tanks lost.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68-69&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68-69&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44-0x45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44-0x45&lt;br /&gt;
|Tanks lost score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;70-71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;70-71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x46-0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x46-0x47&lt;br /&gt;
|X-COM craft lost (GeoScape ignores this if you actually lose a craft, Tactical sets it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72-73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48-0x49&lt;br /&gt;
|X-COM craft lost score (GeoScape ignores this if you actually lose a craft, Tactical doesn&#039;t set it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74-75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74-75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A-0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A-0x4B&lt;br /&gt;
|A value based on the time at the [[LOC.DAT]] location. References into a table stored in the executable in order to define the values in [[BGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C&lt;br /&gt;
|For a UFO site, this is the [[LOC.DAT]] reference corresponding to the crash site. This is plausibly true for every mission type (with the possible exception of the [[Cydonia|Mars assault]]). Used to determine whether the alien ship crashed or not (and therefore whether to randomly detonate the power supply units). &#039;&#039;I seem to remember that tweaking this byte could have an effect on [[BGLOB.DAT]], but I might&#039;ve confused myself. - [[User:Bomb Bloke|Bomb Bloke]] 03:45, 23 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4D&lt;br /&gt;
|Index into [[CRAFT.DAT]] pointing to the craft sent on this mission. In the case of base defence (see offset [[#79|[79]]]), it indexes to the [[LOC.DAT]] record for the base in concern.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E&lt;br /&gt;
|Victory status.&lt;br /&gt;
&lt;br /&gt;
 0: Mission aborted with some units in exit areas.&lt;br /&gt;
 1: Mission won.&lt;br /&gt;
 2: Mission lost.&lt;br /&gt;
 3: Mission aborted with no units in exit areas.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4F&lt;br /&gt;
|0 unless the mission is a UFO site, in which case it is 1. Determines use of [[#77|[77]]] but doesn&#039;t seem to affect [[#16-17|[16-17]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80-151&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80-151&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50-0x97&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50-0x97&lt;br /&gt;
|A list of 36 two-byte integers, used during base defence missions. In order, they represent each module in your base, reading from left to right, top to bottom.&lt;br /&gt;
&lt;br /&gt;
At the end of battle, the tactical game engine tallies up the amount of [[Base_Defence#Destruction_Of_Base_Facilities|&amp;quot;target&amp;quot; objects]] existing within each module, and stores the results in &amp;quot;MISSION2.DAT&amp;quot;. If that figure is 0 for any given destructible [[Base_Facilities_(EU)|facility]], then the geoscape engine will remove it from your base (along with any &#039;&#039;other&#039;&#039; modules that relied on that section for passage to the [[Access Lift]]).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target objects&amp;quot; are tiles that have offset 60 set to 1 within their [[MCD]] record.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;152-167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x98-0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bytes &#039;&#039;&#039;152-167&#039;&#039;&#039; (Hex: &#039;&#039;&#039;0x98-0xA7&#039;&#039;&#039;) allow you to use the following equipment only if they are set to 1. X-COM produced equipment can be used even if it hasn&#039;t been researched (however, in order to get it into combat, you must build it - and &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; requires research). The last three entries in the list are item slots that were never used in the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;152&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;152&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x98&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x98&lt;br /&gt;
|Enables [[Heavy Plasma]] ([[OBDATA.DAT|ObData]][34])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;153&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;153&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x99&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x99&lt;br /&gt;
|Enables [[Heavy Plasma Clip]] ([[OBDATA.DAT|ObData]][35])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;154&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;154&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9A&lt;br /&gt;
|Enables [[Plasma Rifle]] ([[OBDATA.DAT|ObData]][36])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;155&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;155&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9B&lt;br /&gt;
|Enables [[Plasma Rifle Clip]] ([[OBDATA.DAT|ObData]][37])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;156&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;156&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9C&lt;br /&gt;
|Enables [[Plasma Pistol]] ([[OBDATA.DAT|ObData]][38])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;157&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;157&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9D&lt;br /&gt;
|Enables [[Plasma Pistol Clip]] ([[OBDATA.DAT|ObData]][39])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;158&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;158&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9E&lt;br /&gt;
|Enables [[Blaster Launcher]] ([[OBDATA.DAT|ObData]][40])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;159&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;159&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9F&lt;br /&gt;
|Enables [[Blaster Bomb]] ([[OBDATA.DAT|ObData]][41])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;160&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;160&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA0&lt;br /&gt;
|Enables [[Small Launcher]] ([[OBDATA.DAT|ObData]][42])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;161&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;161&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA1&lt;br /&gt;
|Enables [[Stun Bomb]] ([[OBDATA.DAT|ObData]][43])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;162&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;162&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA2&lt;br /&gt;
|Enables [[Alien Grenade]] ([[OBDATA.DAT|ObData]][44])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;163&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;163&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA3&lt;br /&gt;
|Enables [[Elerium-115]] ([[OBDATA.DAT|ObData]][45])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;164&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;164&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA4&lt;br /&gt;
|Enables [[Mind Probe]] ([[OBDATA.DAT|ObData]][46])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;165&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;165&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA5&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][47])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;166&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;166&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA6&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][48])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;167&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA7&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][49])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;168-169&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;168-169&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA8-0xA9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA8-0xA9&lt;br /&gt;
|Determines the language in which the mission was initiated. If the game is saved and later loaded, this overrides whatever language was selected when the program started.&lt;br /&gt;
&lt;br /&gt;
 0 - English&lt;br /&gt;
 1 - German&lt;br /&gt;
 2 - French&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;170-171&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;170-171&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xAA-0xAB&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xAA-0xAB&lt;br /&gt;
|Only present for TFTD. Determines the depth level (that is, which [[PALETTES.DAT#TFTD Tactical Palettes|battlescape palette]] to use, whether to render air bubbles around units, and which background noise to play):&lt;br /&gt;
&lt;br /&gt;
 0 - Surface&lt;br /&gt;
 1 - Shallow Water&lt;br /&gt;
 2 - Medium Depths&lt;br /&gt;
 3 - Deep Sea&lt;br /&gt;
&lt;br /&gt;
Values above 3 use the surface palette, but otherwise act as though the mission were underwater.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Map Generation]]&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[MCD|MCD files]]&lt;br /&gt;
* [[WGLOB.DAT]]&lt;br /&gt;
* [[CRAFT.DAT]]&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71552</id>
		<title>MISDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=71552"/>
		<updated>2016-03-23T05:32:59Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This 170 byte file (172 for TFTD) is only used by tactical saves, and much of it is made up of two-byte signed integers. It comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine and stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder. Contains info required for [[Battlescape Map Generation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISDATA.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], effectively a mirror of the original &amp;quot;MISSION.DAT&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the MISSDAT folder at the end of combat. Contains debreifing data (such as who won, what was recovered and what points were scored). The relevant offsets for this file are unused by the previous two versions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#169|169]]/[[#171|171]]) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0xA9|0xA9]]/[[#0xAB|0xAB]]) in &#039;&#039;&#039;bold&#039;&#039;&#039;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|The first 20 bytes are a count up of the various recoverable tile types in the map. These two-byte integers are only set if you actually won the mission by eliminating all enemy forces. These offsets + 100 index into the respective [[BASE.DAT]] values that they&#039;ll be added to.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment Recovery]] for more information.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x01&lt;br /&gt;
|[[UFO Power Source]] ([[MCD#59|MCD[59]]] set to 02).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-3&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x03&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x03&lt;br /&gt;
|[[UFO Navigation]] ([[MCD#59|MCD[59]]] set to 03, not counted for alien bases).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;4-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;4-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x04-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x04-0x05&lt;br /&gt;
|[[UFO Construction]] ([[MCD#59|MCD[59]]] set to 04, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x07&lt;br /&gt;
|[[Alien Food]] ([[MCD#59|MCD[59]]] set to 05).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x09&lt;br /&gt;
|[[Alien Reproduction]] ([[MCD#59|MCD[59]]] set to 06, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10-11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10-11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A-0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A-0x0B&lt;br /&gt;
|[[Alien Entertainment]] ([[MCD#59|MCD[59]]] set to 07).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12-13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12-13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C-0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C-0x0D&lt;br /&gt;
|[[Alien Surgery]] ([[MCD#59|MCD[59]]] set to 08).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14-15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14-15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E-0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E-0x0F&lt;br /&gt;
|[[Examination Room]] ([[MCD#59|MCD[59]]] set to 09).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16-17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16-17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10-0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10-0x11&lt;br /&gt;
|[[Alien Alloys]] ([[MCD#59|MCD[59]]] set to 10).&lt;br /&gt;
&lt;br /&gt;
The total is divided by 2 for a UFO mission or 30 for an alien base. The value stored here is further divided by 5 to get the result you see on the debriefing screen.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12-0x13&lt;br /&gt;
|[[Alien Habitat]] ([[MCD#59|MCD[59]]] set to 11, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Mission descriptor. Possible values:&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                              &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
 0: UFO Site                      0: Alien Sub Site&lt;br /&gt;
 1: Terror Site                   1: Port/Island Attack&lt;br /&gt;
 2: Base Defence (X-COM Base)     2: Base Defense (X-COM Base)&lt;br /&gt;
 3: Base Offense (Alien Base)     3: Colony Stage 1&lt;br /&gt;
 4: Mars Stage 1                  4: T&#039;leth Stage 1&lt;br /&gt;
 5: Mars Stage 2                  5: T&#039;leth Stage 2&lt;br /&gt;
                                  6: T&#039;leth Stage 3&lt;br /&gt;
                                  7: Artefact Site Stage 1&lt;br /&gt;
                                  8: Artefact Site Stage 2&lt;br /&gt;
                                  9: Passenger/Cargo Ship Stage 1&lt;br /&gt;
                                 10: Passenger/Cargo Ship Stage 2&lt;br /&gt;
                                 11: Colony Stage 2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;22-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x16-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Values &amp;lt;b&amp;gt;22-73&amp;lt;/b&amp;gt; (Hex: &amp;lt;b&amp;gt;16-49&amp;lt;/b&amp;gt;) primarily hold scoring information. As per the tile recovery indexes, these are only stored in the final &amp;quot;end-of-combat&amp;quot; MISSION2.DAT. For temporary storage mid-mission, some of these values are stored in [[WGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x17&lt;br /&gt;
|Aliens killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18-0x19&lt;br /&gt;
|Aliens killed score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1B&lt;br /&gt;
|Alien corpses.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C-0x1D&lt;br /&gt;
|Corpse score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30-31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30-31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E-0x1F&lt;br /&gt;
|Live aliens captured.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32-33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32-33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20-0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20-0x21&lt;br /&gt;
|Live alien score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34-35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34-35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22-0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22-0x23&lt;br /&gt;
|Artefacts (&#039;&#039;unresearched&#039;&#039; alien items) recovered.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36-37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36-37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24-0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24-0x25&lt;br /&gt;
|Artefacts score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38-39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38-39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26-0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26-0x27&lt;br /&gt;
|Alien base control destroyed. This flags if you win a [[Alien_Base_Assault|base offense mission]] by killing all enemy forces, or if you destroy all 16 nav modules in the command center. If not zero, the base you were attacking will be removed from the world map at the end of combat.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40-41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40-41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28-0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28-0x29&lt;br /&gt;
|Base control score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42-43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42-43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A-0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A-0x2B&lt;br /&gt;
|Civilians killed by aliens.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44-45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44-45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C-0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C-0x2D&lt;br /&gt;
|Civilians killed by aliens score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46-47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46-47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E-0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E-0x2F&lt;br /&gt;
|Civilians killed by X-COM.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48-49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48-49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30-0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30-0x31&lt;br /&gt;
|Civilians killed by X-COM score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50-51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50-51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32-0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32-0x33&lt;br /&gt;
|Civilians saved.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52-53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52-53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34-0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34-0x35&lt;br /&gt;
|Civilians saved score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54-55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54-55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36-0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36-0x37&lt;br /&gt;
|X-COM troopers killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56-57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56-57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38-0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38-0x39&lt;br /&gt;
|X-COM troopers killed score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58-59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58-59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A-0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A-0x3B&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60-61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60-61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C-0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C-0x3D&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; score (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62-63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62-63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E-0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E-0x3F&lt;br /&gt;
|X-COM troopers MIA.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64-65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64-65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40-0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40-0x41&lt;br /&gt;
|X-COM troopers MIA score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66-67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66-67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42-0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42-0x43&lt;br /&gt;
|Tanks lost.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68-69&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68-69&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44-0x45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44-0x45&lt;br /&gt;
|Tanks lost score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;70-71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;70-71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x46-0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x46-0x47&lt;br /&gt;
|X-COM craft lost (GeoScape ignores this if you actually lose a craft, Tactical sets it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72-73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48-0x49&lt;br /&gt;
|X-COM craft lost score (GeoScape ignores this if you actually lose a craft, Tactical doesn&#039;t set it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74-75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74-75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A-0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A-0x4B&lt;br /&gt;
|A value based on the time at the [[LOC.DAT]] location. References into a table stored in the executable in order to define the values in [[BGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C&lt;br /&gt;
|For a UFO site, this is the [[LOC.DAT]] reference corresponding to the crash site. This is plausibly true for every mission type (with the possible exception of the [[Cydonia|Mars assault]]). Used to determine whether the alien ship crashed or not (and therefore whether to randomly detonate the power supply units). &#039;&#039;I seem to remember that tweaking this byte could have an effect on [[BGLOB.DAT]], but I might&#039;ve confused myself. - [[User:Bomb Bloke|Bomb Bloke]] 03:45, 23 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4D&lt;br /&gt;
|Index into [[CRAFT.DAT]] pointing to the craft sent on this mission. In the case of base defence (see offset [[#79|[79]]]), it indexes to the [[LOC.DAT]] record for the base in concern.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E&lt;br /&gt;
|Victory status.&lt;br /&gt;
&lt;br /&gt;
 0: Mission aborted with some units in exit areas.&lt;br /&gt;
 1: Mission won.&lt;br /&gt;
 2: Mission lost.&lt;br /&gt;
 3: Mission aborted with no units in exit areas.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4F&lt;br /&gt;
|0 unless the mission is a UFO site, in which case it is 1. Determines use of [[#77|[77]]] but doesn&#039;t seem to affect [[#16-17|[16-17]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80-151&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80-151&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50-0x97&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50-0x97&lt;br /&gt;
|A list of 36 two-byte integers, used during base defence missions. In order, they represent each module in your base, reading from left to right, top to bottom.&lt;br /&gt;
&lt;br /&gt;
At the end of battle, the tactical game engine tallies up the amount of [[Base_Defence#Destruction_Of_Base_Facilities|&amp;quot;target&amp;quot; objects]] existing within each module, and stores the results in &amp;quot;MISSION2.DAT&amp;quot;. If that figure is 0 for any given destructible [[Base_Facilities_(EU)|facility]], then the geoscape engine will remove it from your base (along with any &#039;&#039;other&#039;&#039; modules that relied on that section for passage to the [[Access Lift]]).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target objects&amp;quot; are tiles that have offset 60 set to 1 within their [[MCD]] record.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;152-167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x98-0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bytes &#039;&#039;&#039;152-167&#039;&#039;&#039; (Hex: &#039;&#039;&#039;0x98-0xA7&#039;&#039;&#039;) allow you to use the following equipment only if they are set to 1. X-COM produced equipment can be used even if it hasn&#039;t been researched (however, in order to get it into combat, you must build it - and &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; requires research). The last three entries in the list are item slots that were never used in the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;152&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;152&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x98&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x98&lt;br /&gt;
|Enables [[Heavy Plasma]] ([[OBDATA.DAT|ObData]][34])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;153&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;153&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x99&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x99&lt;br /&gt;
|Enables [[Heavy Plasma Clip]] ([[OBDATA.DAT|ObData]][35])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;154&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;154&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9A&lt;br /&gt;
|Enables [[Plasma Rifle]] ([[OBDATA.DAT|ObData]][36])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;155&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;155&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9B&lt;br /&gt;
|Enables [[Plasma Rifle Clip]] ([[OBDATA.DAT|ObData]][37])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;156&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;156&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9C&lt;br /&gt;
|Enables [[Plasma Pistol]] ([[OBDATA.DAT|ObData]][38])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;157&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;157&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9D&lt;br /&gt;
|Enables [[Plasma Pistol Clip]] ([[OBDATA.DAT|ObData]][39])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;158&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;158&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9E&lt;br /&gt;
|Enables [[Blaster Launcher]] ([[OBDATA.DAT|ObData]][40])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;159&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;159&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9F&lt;br /&gt;
|Enables [[Blaster Bomb]] ([[OBDATA.DAT|ObData]][41])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;160&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;160&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA0&lt;br /&gt;
|Enables [[Small Launcher]] ([[OBDATA.DAT|ObData]][42])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;161&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;161&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA1&lt;br /&gt;
|Enables [[Stun Bomb]] ([[OBDATA.DAT|ObData]][43])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;162&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;162&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA2&lt;br /&gt;
|Enables [[Alien Grenade]] ([[OBDATA.DAT|ObData]][44])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;163&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;163&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA3&lt;br /&gt;
|Enables [[Elerium-115]] ([[OBDATA.DAT|ObData]][45])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;164&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;164&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA4&lt;br /&gt;
|Enables [[Mind Probe]] ([[OBDATA.DAT|ObData]][46])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;165&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;165&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA5&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][47])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;166&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;166&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA6&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][48])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;167&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA7&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][49])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;168-169&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;168-169&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA8-0xA9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA8-0xA9&lt;br /&gt;
|Determines the language in which the mission was initiated. If the game is saved and later loaded, this overrides whatever language was selected when the program started.&lt;br /&gt;
&lt;br /&gt;
 0 - English&lt;br /&gt;
 1 - German&lt;br /&gt;
 2 - French&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;170-171&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;170-171&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xAA-0xAB&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xAA-0xAB&lt;br /&gt;
|Only present for TFTD. Determines the depth level (that is, which [[PALETTES.DAT#TFTD Tactical Palettes|battlescape palette]] to use, whether to render air bubbles around units, and which background noise to play):&lt;br /&gt;
&lt;br /&gt;
 0 - Surface&lt;br /&gt;
 1 - Shallow Water&lt;br /&gt;
 2 - Medium Depths&lt;br /&gt;
 3 - Deep Sea&lt;br /&gt;
&lt;br /&gt;
Values above 3 use the surface palette, but otherwise act as though the mission were underwater.&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Map Generation]]&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[MCD|MCD files]]&lt;br /&gt;
* [[WGLOB.DAT]]&lt;br /&gt;
* [[CRAFT.DAT]]&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=71523</id>
		<title>ASTORE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ASTORE.DAT&amp;diff=71523"/>
		<updated>2016-03-21T14:34:19Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: added note that TFTD has 100 entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ASTORE.DAT contains information pertinent to live aliens in confinement.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
ASTORE.DAT has a fixed size of 50 entries (100 for TFTD) of 12 bytes each for a total file size of 600 bytes.  Information below is arranged by the byte&#039;s hex offset, in bold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;00&amp;lt;/b&amp;gt;: Alien race:&lt;br /&gt;
 00 = Unused entry&lt;br /&gt;
 01 = Sectoid&lt;br /&gt;
 02 = Snakeman&lt;br /&gt;
 03 = Etherial&lt;br /&gt;
 04 = Muton&lt;br /&gt;
 05 = Floater&lt;br /&gt;
 06 = Cellatid&lt;br /&gt;
 07 = Silacoid&lt;br /&gt;
 08 = Chryssalid&lt;br /&gt;
 09 = Reaper&lt;br /&gt;
 0A = Sectopod&lt;br /&gt;
 0B = Cyberdisk&lt;br /&gt;
&lt;br /&gt;
Once an alien is researched, its entry is erased by setting its race to 00.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;01&amp;lt;/b&amp;gt;: Rank:&lt;br /&gt;
 01 = Commander&lt;br /&gt;
 02 = Leader&lt;br /&gt;
 03 = Engineer&lt;br /&gt;
 04 = Medic&lt;br /&gt;
 05 = Navigator&lt;br /&gt;
 06 = Soldier&lt;br /&gt;
 07 = Terrorist&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;02&amp;lt;/b&amp;gt;: Base at which the alien is imprisoned, using index values from [[LOC.DAT]], your original base is always 00.&lt;br /&gt;
A value of FF indicates that the alien is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;03-0B&amp;lt;/b&amp;gt;:  It is unclear what, if anything, these values do.  &amp;lt;b&amp;gt;0B&amp;lt;/b&amp;gt; gets set to 01 when an alien is in transit&lt;br /&gt;
(this is in addition to setting the Base byte to FF).  There is an intermediate value of 02 when an alien is selected for transfer but the &amp;quot;TRANSFER&amp;quot; button has not been clicked yet. Otherwise, these bytes tend to remain 00.&lt;br /&gt;
&lt;br /&gt;
== For TFTD ==&lt;br /&gt;
&lt;br /&gt;
Note:  TFTD v2 expanded ASTORE.DAT to 3600 bytes (300 entries of 12 bytes each), with the same format.  Attempting to load a v2 or later saved game into the v1 version of TFTD will cause it to crash unless this file is truncated back to 600 bytes.  Loading a v1 version of this file into a v2 or later version of the game will not cause any problems.&lt;br /&gt;
&lt;br /&gt;
ASTORE.DAT&lt;br /&gt;
1st BYTE Alien type &lt;br /&gt;
 01h Aquatoid&lt;br /&gt;
 02h Gill Man&lt;br /&gt;
 03h Lobster Man&lt;br /&gt;
 04h Tasoth&lt;br /&gt;
 05h Calcinite&lt;br /&gt;
 06h Deep One&lt;br /&gt;
 07h Bio-Drone&lt;br /&gt;
 08h Tentaculat&lt;br /&gt;
 09h Triscene&lt;br /&gt;
 0Ah Hallucinoid&lt;br /&gt;
 0Bh Xarquid&lt;br /&gt;
&lt;br /&gt;
2nd BYTE Alien class&lt;br /&gt;
 01h Commander&lt;br /&gt;
 02h Navigator&lt;br /&gt;
 03h Medic&lt;br /&gt;
 04h Technician&lt;br /&gt;
 05h Squad Leader&lt;br /&gt;
 06h Soldier&lt;br /&gt;
 07h Terrorist&lt;br /&gt;
&lt;br /&gt;
These values define the alive aliens that we have in the base. The two values (one for the type and one for the class) must be entered in the first two bytes of the file. After the project has started or the aliens have been transferred to another base, the first byte will be 0. You can re-enter a new value to have other aliens.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TRANSFER.DAT]] - Can contain information on Captured aliens in transit&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Files (TFTD)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71522</id>
		<title>PURCHASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71522"/>
		<updated>2016-03-21T14:31:20Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0 (1 Byte):&#039;&#039;&#039; Item Category:&lt;br /&gt;
   0 General Item...basically, anything not Personnel or Subs&lt;br /&gt;
   1 X-Com Craft&lt;br /&gt;
   2 Soldier&lt;br /&gt;
   3 Scientist&lt;br /&gt;
   4 Technician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (1 Byte):&#039;&#039;&#039; Index to an array of the amount of inventory space used, (see [[#Notes on Sorting|Notes on Sorting]] below). For General Items (Item Category=0), this value &#039;&#039;perhaps&#039;&#039; controls the sort order on the Base Information Stores screen (only General Items appear there). Or more likely, the Stores listing just shares a common index order with the array of inventory space used.&lt;br /&gt;
   00-42 &#039;Human&#039; Items...all purchaseable equipment, all Craft weapons/ammo, all HWPs, Gauss,&lt;br /&gt;
         Particle Distrubance Sensor, Medikit, etc.&lt;br /&gt;
   43-45 Vibroblade, Thermic Lance, Heavy Thermic Lance&lt;br /&gt;
   46-48 Unused&lt;br /&gt;
   49-59 Alien Weapons/Ammo...Sonic Cannon through Sonic Pulsar&lt;br /&gt;
   60-61 Zrbite &amp;amp; M.C.Reader ...Alien Non-Weapon items that can be picked up in Battlescape?&lt;br /&gt;
   62-64 Gauss Cannon clip, Gauss Rifle clip, Gauss Pistol Clip&lt;br /&gt;
   65-75 Alien Corpses&lt;br /&gt;
   76-79 Not Used&lt;br /&gt;
   80-89 Alien Items...Ion Beam Accelerator through Reanimation Zone&lt;br /&gt;
   90-92 Armor...Plastic Aqua Armor, Ion Armor, Magnetic Ion Armor&lt;br /&gt;
   93-96 HWP Ammo...SWS Harpoon Bolts, SWS Missiles, SWS PWT Torpedoes, SWS Gauss Ammo&lt;br /&gt;
   97    Unused&lt;br /&gt;
For Personnel, this value is &#039;0&#039;, while for subs, it indicates Sub Type:&lt;br /&gt;
   0 Triton&lt;br /&gt;
   1 Hammerhead&lt;br /&gt;
   2 Levaithan&lt;br /&gt;
   3 Barracuda&lt;br /&gt;
   4 Manta&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-5 (4 Bytes):&#039;&#039;&#039; These four bytes are set to [E8 03 00 00] (=1000) for all entries except manufactured subs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-9 (4 Bytes):&#039;&#039;&#039; Item Cost (buy price) if Purchaseable. Curiously, starting with entry 56 (Heavy Plasma Clip), set to [E8 03 00] (=1000) for the remainder of entries (none of which is normally purchaseable.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-0D (4 Bytes):&#039;&#039;&#039; Item Selling Price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0E (1 Byte):&#039;&#039;&#039; Transfer time for new purchases, in hours. All items have this value, even manufacture-only and alien items, and it is usually a multiple of 24 (=1 day):&lt;br /&gt;
   96 for most Subs, HWPs, and Craft Cannon Rounds&lt;br /&gt;
   72 for Triton and Personnel hires&lt;br /&gt;
   48 for Craft Weapons and Ammo (ex. Gas Cannon Rounds), HWP Ammo, and non-Battlescape Alien Items&lt;br /&gt;
   32 for Alien Corpses and X-Com Armor&lt;br /&gt;
   24 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Set to 00 (0) for all entries. Possible high bit for transfer time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Usually set to 0, but seems to hold the quantity purchased last time (i.e. will be set to 5 on grenades if you just bought 5 of them). Unsure when this gets cleared, and unsure why it is saved. Probably because they just used the same structure as in the Purchase screen in saving this file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039; Appears to always be set to 00. Possible high bit for offset 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 (1 Byte):&#039;&#039;&#039; Purchase-ability flag: 1 for everything that you can buy on the Purchase/Recruit screen, 0 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 (1 Byte):&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 Item                    Index Num&#039;&#039;&#039;&lt;br /&gt;
 02 00 E8 03 00 00 40 9C 00 00 00 00 00 00 48 00 00 00 01 00 soldier                 	00&lt;br /&gt;
 03 00 E8 03 00 00 60 EA 00 00 00 00 00 00 48 00 00 00 01 00 scientist			01&lt;br /&gt;
 04 00 E8 03 00 00 50 C3 00 00 00 00 00 00 48 00 00 00 01 00 technician			02&lt;br /&gt;
 01 00 E8 03 00 00 20 A1 07 00 00 00 00 00 48 00 00 00 01 00 Triton               	03&lt;br /&gt;
 01 01 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Hammerhead			04&lt;br /&gt;
 01 02 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Levaithan			05&lt;br /&gt;
 01 03 E8 03 00 00 C0 27 09 00 00 00 00 00 60 00 00 00 01 00 Barracuda			06&lt;br /&gt;
 01 04 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Manta			07&lt;br /&gt;
 00 00 E8 03 00 00 80 3E 00 00 E0 2E 00 00 30 00 00 00 01 00 Ajax launcher		08&lt;br /&gt;
 00 01 E8 03 00 00 68 42 00 00 CE 31 00 00 30 00 00 00 01 00 DUP launcher		09&lt;br /&gt;
 00 02 E8 03 00 00 30 75 00 00 E4 57 00 00 30 00 00 00 01 00 Craft Gas Cannon		0A&lt;br /&gt;
 00 03 E8 03 00 00 00 00 00 00 0C 4A 04 00 30 00 00 00 00 00 PWT Cannon			0B&lt;br /&gt;
 00 04 E8 03 00 00 00 00 00 00 38 38 03 00 30 00 00 00 00 00 Gauss Cannon		0C&lt;br /&gt;
 00 05 E8 03 00 00 00 00 00 00 24 14 04 00 30 00 00 00 00 00 Sonic Osillator		0D&lt;br /&gt;
 00 06 E8 03 00 00 B8 0B 00 00 60 09 00 00 30 00 00 00 01 00 Ajax torpedoes		0E&lt;br /&gt;
 00 07 E8 03 00 00 28 23 00 00 20 1C 00 00 30 00 00 00 01 00 DUP torpedoes		0F&lt;br /&gt;
 00 08 E8 03 00 00 D8 04 00 00 F4 03 00 00 60 00 00 00 01 00 Gas Rounds(x50)		10&lt;br /&gt;
 00 09 E8 03 00 00 00 00 00 00 84 42 00 00 30 00 00 00 00 00 PWT ammo			11&lt;br /&gt;
 00 61 E8 03 00 00 00 00 00 00 34 D0 00 00 30 00 00 00 00 00 Craft Gauss Ammo(unused)	12&lt;br /&gt;
 00 0A E8 03 00 00 A0 68 06 00 20 30 05 00 60 00 00 00 01 00 Tank/harpoon		13&lt;br /&gt;
 00 5D E8 03 00 00 C8 00 00 00 64 00 00 00 30 00 00 00 01 00 SWS harpoon			14&lt;br /&gt;
 00 0B E8 03 00 00 00 53 07 00 40 7E 05 00 60 00 00 00 01 00 Tank/Torpedo		15&lt;br /&gt;
 00 5E E8 03 00 00 B8 0B 00 00 CA 08 00 00 30 00 00 00 01 00 SWS torpedoes		16&lt;br /&gt;
 00 0C E8 03 00 00 00 00 00 00 50 10 09 00 60 00 00 00 00 00 Tank/Gauss			17&lt;br /&gt;
 00 60 E8 03 00 00 B8 0B 00 00 C8 00 00 00 30 00 00 00 00 00 SWS Gauss Ammo		18&lt;br /&gt;
 00 0D E8 03 00 00 00 00 00 00 20 F4 0E 00 60 00 00 00 00 00 Displacer/sonic		19&lt;br /&gt;
 00 0E E8 03 00 00 00 00 00 00 38 EA 0F 00 60 00 00 00 00 00 Displacer/PWT		1A&lt;br /&gt;
 00 5F E8 03 00 00 00 00 00 00 D0 E8 00 00 30 00 00 00 00 00 SWS PWT ammo		1B&lt;br /&gt;
 00 0F E8 03 00 00 20 03 00 00 58 02 00 00 18 00 00 00 01 00 dart gun			1C&lt;br /&gt;
 00 10 E8 03 00 00 46 00 00 00 34 00 00 00 18 00 00 00 01 00 dart clip			1D&lt;br /&gt;
 00 11 E8 03 00 00 B8 0B 00 00 CA 08 00 00 18 00 00 00 01 00 jet harpoon			1E&lt;br /&gt;
 00 12 E8 03 00 00 C8 00 00 00 96 00 00 00 18 00 00 00 01 00 harpoon clip		1F&lt;br /&gt;
 00 13 E8 03 00 00 00 19 00 00 C0 12 00 00 18 00 00 00 01 00 Gas Cannon			20&lt;br /&gt;
 00 14 E8 03 00 00 2C 01 00 00 E1 00 00 00 18 00 00 00 01 00 GC-AP			21&lt;br /&gt;
 00 15 E8 03 00 00 F4 01 00 00 13 01 00 00 18 00 00 00 01 00 GC-HE			22&lt;br /&gt;
 00 16 E8 03 00 00 90 01 00 00 2C 01 00 00 18 00 00 00 01 00 GC-IN			23&lt;br /&gt;
 00 17 E8 03 00 00 BC 34 00 00 8D 27 00 00 18 00 00 00 01 00 Hydro-Jet Cannon		24&lt;br /&gt;
 00 18 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 HJ-AP			25&lt;br /&gt;
 00 19 E8 03 00 00 BC 02 00 00 30 02 00 00 18 00 00 00 01 00 HJ-HE			26&lt;br /&gt;
 00 1A E8 03 00 00 8A 02 00 00 08 02 00 00 18 00 00 00 01 00 HJ-IN			27&lt;br /&gt;
 00 1B E8 03 00 00 A0 0F 00 00 B8 0B 00 00 18 00 00 00 01 00 Torpedo Launcher		28&lt;br /&gt;
 00 1C E8 03 00 00 58 02 00 00 E0 01 00 00 18 00 00 00 01 00 Small Torpedo		29&lt;br /&gt;
 00 1D E8 03 00 00 84 03 00 00 D0 02 00 00 18 00 00 00 01 00 Large Torpedo		2A&lt;br /&gt;
 00 1E E8 03 00 00 B0 04 00 00 C0 03 00 00 18 00 00 00 01 00 IN Torpedo			2B&lt;br /&gt;
 00 1F E8 03 00 00 00 00 00 00 20 4E 00 00 18 00 00 00 00 00 Gauss Pistol		2C&lt;br /&gt;
 00 3E E8 03 00 00 00 00 00 00 1A 04 00 00 18 00 00 00 00 00 G.Pistol Clip		2D&lt;br /&gt;
 00 20 E8 03 00 00 00 00 00 00 24 90 00 00 18 00 00 00 00 00 Gauss Rifle			2E&lt;br /&gt;
 00 3F E8 03 00 00 00 00 00 00 9E 07 00 00 18 00 00 00 00 00 G.Rifle clip		2F&lt;br /&gt;
 00 21 E8 03 00 00 00 00 00 00 48 EE 00 00 18 00 00 00 00 00 Gauss Cannon		30&lt;br /&gt;
 00 40 E8 03 00 00 00 00 00 00 94 0C 00 00 18 00 00 00 00 00 G. Cannon clip		31&lt;br /&gt;
 00 22 E8 03 00 00 2C 01 00 00 F0 00 00 00 18 00 00 00 01 00 Magna grenade		32&lt;br /&gt;
 00 23 E8 03 00 00 96 00 00 00 78 00 00 00 18 00 00 00 01 00 Dye grenade			33&lt;br /&gt;
 00 24 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 Particle D grenade		34&lt;br /&gt;
 00 25 E8 03 00 00 DC 05 00 00 B0 04 00 00 18 00 00 00 01 00 Magna-Pak Explosive		35&lt;br /&gt;
 00 26 E8 03 00 00 00 00 00 00 20 B2 00 00 18 00 00 00 00 00 Particle D sensor		36&lt;br /&gt;
 00 27 E8 03 00 00 00 00 00 00 A4 B5 00 00 18 00 00 00 00 00 Medi-kit			37&lt;br /&gt;
 00 28 E8 03 00 00 00 00 00 00 8C F8 02 00 18 00 00 00 00 00 MC-Disruptor		38&lt;br /&gt;
 00 29 E8 03 00 00 EC 04 00 00 B1 03 00 00 18 00 00 00 01 00 Thermal Tazer		39&lt;br /&gt;
 00 2A E8 03 00 00 3C 00 00 00 28 00 00 00 18 00 00 00 01 00 flare			3A&lt;br /&gt;
 00 3C E8 03 00 00 00 00 00 00 88 13 00 00 18 00 00 00 00 00 Zrbite			3B&lt;br /&gt;
 00 31 E8 03 00 00 00 00 00 00 50 9E 02 00 18 00 00 00 00 00 Sonic Cannon		3C&lt;br /&gt;
 00 32 E8 03 00 00 E8 03 00 00 76 25 00 00 18 00 00 00 00 00 S.Cannon clip		3D&lt;br /&gt;
 00 33 E8 03 00 00 E8 03 00 00 24 EE 01 00 18 00 00 00 00 00 Sonic rifle			3E&lt;br /&gt;
 00 34 E8 03 00 00 E8 03 00 00 92 18 00 00 18 00 00 00 00 00 S.rifle clip		3F&lt;br /&gt;
 00 35 E8 03 00 00 E8 03 00 00 20 48 01 00 18 00 00 00 00 00 Sonic Pistol		40&lt;br /&gt;
 00 36 E8 03 00 00 E8 03 00 00 58 11 00 00 18 00 00 00 00 00 S.Pistol clip		41&lt;br /&gt;
 00 37 E8 03 00 00 E8 03 00 00 80 32 02 00 18 00 00 00 00 00 Disruptor Pulse Launcher	42&lt;br /&gt;
 00 38 E8 03 00 00 E8 03 00 00 A8 93 00 00 18 00 00 00 00 00 Disruptor ammo		43&lt;br /&gt;
 00 39 E8 03 00 00 E8 03 00 00 C0 D4 01 00 18 00 00 00 00 00 Thermal Shock Launcher	44&lt;br /&gt;
 00 3A E8 03 00 00 E8 03 00 00 60 3B 00 00 18 00 00 00 00 00 Thermal Shock Ammo		45&lt;br /&gt;
 00 3B E8 03 00 00 E8 03 00 00 02 3A 00 00 18 00 00 00 00 00 Sonic Pulsar		46&lt;br /&gt;
 00 3D E8 03 00 00 E8 03 00 00 80 A3 04 00 18 00 00 00 00 00 M.C.reader			47&lt;br /&gt;
 00 2B E8 03 00 00 E8 03 00 00 DC 05 00 00 18 00 00 00 00 00 Vibro blade			48&lt;br /&gt;
 00 2C E8 03 00 00 E8 03 00 00 08 07 00 00 18 00 00 00 00 00 Thermic Lance		49&lt;br /&gt;
 00 2D E8 03 00 00 E8 03 00 00 D0 07 00 00 18 00 00 00 00 00 Heavy Lance			4A&lt;br /&gt;
 00 41 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4B&lt;br /&gt;
 00 42 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4C&lt;br /&gt;
 00 43 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4D&lt;br /&gt;
 00 44 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4E&lt;br /&gt;
 00 45 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4F&lt;br /&gt;
 00 46 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			50&lt;br /&gt;
 00 47 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			51&lt;br /&gt;
 00 48 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			52&lt;br /&gt;
 00 49 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			53&lt;br /&gt;
 00 4A E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			54&lt;br /&gt;
 00 4B E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			55&lt;br /&gt;
 00 50 E8 03 00 00 E8 03 00 00 90 D0 03 00 30 00 00 00 00 00 Ion-Beam Accelerator	56&lt;br /&gt;
 00 51 E8 03 00 00 E8 03 00 00 80 38 01 00 30 00 00 00 00 00 Magnetic Navigation		57&lt;br /&gt;
 00 52 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 Sub Construction		58&lt;br /&gt;
 00 53 E8 03 00 00 E8 03 00 00 88 13 00 00 30 00 00 00 00 00 Cryogenics			59&lt;br /&gt;
 00 54 E8 03 00 00 E8 03 00 00 40 9C 00 00 30 00 00 00 00 00 cloning			5A&lt;br /&gt;
 00 55 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 learning arrays		5B&lt;br /&gt;
 00 56 E8 03 00 00 E8 03 00 00 70 94 00 00 30 00 00 00 00 00 Implanter			5C&lt;br /&gt;
 00 57 E8 03 00 00 E8 03 00 00 28 23 00 00 30 00 00 00 00 00 Examination Room		5D&lt;br /&gt;
 00 58 E8 03 00 00 E8 03 00 00 64 19 00 00 30 00 00 00 00 00 Aqua Plastics		5E&lt;br /&gt;
 00 59 E8 03 00 00 E8 03 00 00 64 00 00 00 30 00 00 00 00 00 Re-Animation zone		5F&lt;br /&gt;
 00 5A E8 03 00 00 E8 03 00 00 F0 D2 00 00 20 00 00 00 00 00 Plastic Armor		60&lt;br /&gt;
 00 5B E8 03 00 00 E8 03 00 00 08 4C 01 00 20 00 00 00 00 00 Ion Armor			61&lt;br /&gt;
 00 5C E8 03 00 00 E8 03 00 00 38 C1 01 00 20 00 00 00 00 00 Mag. Ion Armor		62&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71521</id>
		<title>PURCHASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71521"/>
		<updated>2016-03-21T14:30:30Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */  changed byte reference numbers to Hex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0 (1 Byte):&#039;&#039;&#039; Item Category:&lt;br /&gt;
   0 General Item...basically, anything not Personnel or Subs&lt;br /&gt;
   1 X-Com Craft&lt;br /&gt;
   2 Soldier&lt;br /&gt;
   3 Scientist&lt;br /&gt;
   4 Technician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (1 Byte):&#039;&#039;&#039; Index to an array of the amount of inventory space used, (see [[#Notes on Sorting|Notes on Sorting]] below). For General Items (Item Category=0), this value &#039;&#039;perhaps&#039;&#039; controls the sort order on the Base Information Stores screen (only General Items appear there). Or more likely, the Stores listing just shares a common index order with the array of inventory space used.&lt;br /&gt;
   00-42 &#039;Human&#039; Items...all purchaseable equipment, all Craft weapons/ammo, all HWPs, Gauss,&lt;br /&gt;
         Particle Distrubance Sensor, Medikit, etc.&lt;br /&gt;
   43-45 Vibroblade, Thermic Lance, Heavy Thermic Lance&lt;br /&gt;
   46-48 Unused&lt;br /&gt;
   49-59 Alien Weapons/Ammo...Sonic Cannon through Sonic Pulsar&lt;br /&gt;
   60-61 Zrbite &amp;amp; M.C.Reader ...Alien Non-Weapon items that can be picked up in Battlescape?&lt;br /&gt;
   62-64 Gauss Cannon clip, Gauss Rifle clip, Gauss Pistol Clip&lt;br /&gt;
   65-75 Alien Corpses&lt;br /&gt;
   76-79 Not Used&lt;br /&gt;
   80-89 Alien Items...Ion Beam Accelerator through Reanimation Zone&lt;br /&gt;
   90-92 Armor...Plastic Aqua Armor, Ion Armor, Magnetic Ion Armor&lt;br /&gt;
   93-96 HWP Ammo...SWS Harpoon Bolts, SWS Missiles, SWS PWT Torpedoes, SWS Gauss Ammo&lt;br /&gt;
   97    Unused&lt;br /&gt;
For Personnel, this value is &#039;0&#039;, while for subs, it indicates Sub Type:&lt;br /&gt;
   0 Triton&lt;br /&gt;
   1 Hammerhead&lt;br /&gt;
   2 Levaithan&lt;br /&gt;
   3 Barracuda&lt;br /&gt;
   4 Manta&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-5 (4 Bytes):&#039;&#039;&#039; These four bytes are set to [E8 03 00 00] (=1000) for all entries except manufactured subs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-9 (4 Bytes):&#039;&#039;&#039; Item Cost (buy price) if Purchaseable. Curiously, starting with entry 56 (Heavy Plasma Clip), set to [E8 03 00] (=1000) for the remainder of entries (none of which is normally purchaseable.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-0D (4 Bytes):&#039;&#039;&#039; Item Selling Price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0E (1 Byte):&#039;&#039;&#039; Transfer time for new purchases, in hours. All items have this value, even manufacture-only and alien items, and it is usually a multiple of 24 (=1 day):&lt;br /&gt;
   96 for most Subs, HWPs, and Craft Cannon Rounds&lt;br /&gt;
   72 for Triton and Personnel hires&lt;br /&gt;
   48 for Craft Weapons and Ammo (ex. Gas Cannon Rounds), HWP Ammo, and non-Battlescape Alien Items&lt;br /&gt;
   32 for Alien Corpses and X-Com Armor&lt;br /&gt;
   24 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Set to 00 (0) for all entries. Possible high bit for transfer time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Usually set to 0, but seems to hold the quantity purchased last time (i.e. will be set to 5 on grenades if you just bought 5 of them). Unsure when this gets cleared, and unsure why it is saved. Probably because they just used the same structure as in the Purchase screen in saving this file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039; Appears to always be set to 00. Possible high bit for offset 16. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 (1 Byte):&#039;&#039;&#039; Purchase-ability flag: 1 for everything that you can buy on the Purchase/Recruit screen, 0 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 (1 Byte):&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 Item                    Index Num&#039;&#039;&#039;&lt;br /&gt;
 02 00 E8 03 00 00 40 9C 00 00 00 00 00 00 48 00 00 00 01 00 soldier                 	00&lt;br /&gt;
 03 00 E8 03 00 00 60 EA 00 00 00 00 00 00 48 00 00 00 01 00 scientist			01&lt;br /&gt;
 04 00 E8 03 00 00 50 C3 00 00 00 00 00 00 48 00 00 00 01 00 technician			02&lt;br /&gt;
 01 00 E8 03 00 00 20 A1 07 00 00 00 00 00 48 00 00 00 01 00 Triton               	03&lt;br /&gt;
 01 01 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Hammerhead			04&lt;br /&gt;
 01 02 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Levaithan			05&lt;br /&gt;
 01 03 E8 03 00 00 C0 27 09 00 00 00 00 00 60 00 00 00 01 00 Barracuda			06&lt;br /&gt;
 01 04 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Manta			07&lt;br /&gt;
 00 00 E8 03 00 00 80 3E 00 00 E0 2E 00 00 30 00 00 00 01 00 Ajax launcher		08&lt;br /&gt;
 00 01 E8 03 00 00 68 42 00 00 CE 31 00 00 30 00 00 00 01 00 DUP launcher		09&lt;br /&gt;
 00 02 E8 03 00 00 30 75 00 00 E4 57 00 00 30 00 00 00 01 00 Craft Gas Cannon		0A&lt;br /&gt;
 00 03 E8 03 00 00 00 00 00 00 0C 4A 04 00 30 00 00 00 00 00 PWT Cannon			0B&lt;br /&gt;
 00 04 E8 03 00 00 00 00 00 00 38 38 03 00 30 00 00 00 00 00 Gauss Cannon		0C&lt;br /&gt;
 00 05 E8 03 00 00 00 00 00 00 24 14 04 00 30 00 00 00 00 00 Sonic Osillator		0D&lt;br /&gt;
 00 06 E8 03 00 00 B8 0B 00 00 60 09 00 00 30 00 00 00 01 00 Ajax torpedoes		0E&lt;br /&gt;
 00 07 E8 03 00 00 28 23 00 00 20 1C 00 00 30 00 00 00 01 00 DUP torpedoes		0F&lt;br /&gt;
 00 08 E8 03 00 00 D8 04 00 00 F4 03 00 00 60 00 00 00 01 00 Gas Rounds(x50)		10&lt;br /&gt;
 00 09 E8 03 00 00 00 00 00 00 84 42 00 00 30 00 00 00 00 00 PWT ammo			11&lt;br /&gt;
 00 61 E8 03 00 00 00 00 00 00 34 D0 00 00 30 00 00 00 00 00 Craft Gauss Ammo(unused)	12&lt;br /&gt;
 00 0A E8 03 00 00 A0 68 06 00 20 30 05 00 60 00 00 00 01 00 Tank/harpoon		13&lt;br /&gt;
 00 5D E8 03 00 00 C8 00 00 00 64 00 00 00 30 00 00 00 01 00 SWS harpoon			14&lt;br /&gt;
 00 0B E8 03 00 00 00 53 07 00 40 7E 05 00 60 00 00 00 01 00 Tank/Torpedo		15&lt;br /&gt;
 00 5E E8 03 00 00 B8 0B 00 00 CA 08 00 00 30 00 00 00 01 00 SWS torpedoes		16&lt;br /&gt;
 00 0C E8 03 00 00 00 00 00 00 50 10 09 00 60 00 00 00 00 00 Tank/Gauss			17&lt;br /&gt;
 00 60 E8 03 00 00 B8 0B 00 00 C8 00 00 00 30 00 00 00 00 00 SWS Gauss Ammo		18&lt;br /&gt;
 00 0D E8 03 00 00 00 00 00 00 20 F4 0E 00 60 00 00 00 00 00 Displacer/sonic		19&lt;br /&gt;
 00 0E E8 03 00 00 00 00 00 00 38 EA 0F 00 60 00 00 00 00 00 Displacer/PWT		1A&lt;br /&gt;
 00 5F E8 03 00 00 00 00 00 00 D0 E8 00 00 30 00 00 00 00 00 SWS PWT ammo		1B&lt;br /&gt;
 00 0F E8 03 00 00 20 03 00 00 58 02 00 00 18 00 00 00 01 00 dart gun			1C&lt;br /&gt;
 00 10 E8 03 00 00 46 00 00 00 34 00 00 00 18 00 00 00 01 00 dart clip			1D&lt;br /&gt;
 00 11 E8 03 00 00 B8 0B 00 00 CA 08 00 00 18 00 00 00 01 00 jet harpoon			1E&lt;br /&gt;
 00 12 E8 03 00 00 C8 00 00 00 96 00 00 00 18 00 00 00 01 00 harpoon clip		1F&lt;br /&gt;
 00 13 E8 03 00 00 00 19 00 00 C0 12 00 00 18 00 00 00 01 00 Gas Cannon			20&lt;br /&gt;
 00 14 E8 03 00 00 2C 01 00 00 E1 00 00 00 18 00 00 00 01 00 GC-AP			21&lt;br /&gt;
 00 15 E8 03 00 00 F4 01 00 00 13 01 00 00 18 00 00 00 01 00 GC-HE			22&lt;br /&gt;
 00 16 E8 03 00 00 90 01 00 00 2C 01 00 00 18 00 00 00 01 00 GC-IN			23&lt;br /&gt;
 00 17 E8 03 00 00 BC 34 00 00 8D 27 00 00 18 00 00 00 01 00 Hydro-Jet Cannon		24&lt;br /&gt;
 00 18 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 HJ-AP			25&lt;br /&gt;
 00 19 E8 03 00 00 BC 02 00 00 30 02 00 00 18 00 00 00 01 00 HJ-HE			26&lt;br /&gt;
 00 1A E8 03 00 00 8A 02 00 00 08 02 00 00 18 00 00 00 01 00 HJ-IN			27&lt;br /&gt;
 00 1B E8 03 00 00 A0 0F 00 00 B8 0B 00 00 18 00 00 00 01 00 Torpedo Launcher		28&lt;br /&gt;
 00 1C E8 03 00 00 58 02 00 00 E0 01 00 00 18 00 00 00 01 00 Small Torpedo		29&lt;br /&gt;
 00 1D E8 03 00 00 84 03 00 00 D0 02 00 00 18 00 00 00 01 00 Large Torpedo		2A&lt;br /&gt;
 00 1E E8 03 00 00 B0 04 00 00 C0 03 00 00 18 00 00 00 01 00 IN Torpedo			2B&lt;br /&gt;
 00 1F E8 03 00 00 00 00 00 00 20 4E 00 00 18 00 00 00 00 00 Gauss Pistol		2C&lt;br /&gt;
 00 3E E8 03 00 00 00 00 00 00 1A 04 00 00 18 00 00 00 00 00 G.Pistol Clip		2D&lt;br /&gt;
 00 20 E8 03 00 00 00 00 00 00 24 90 00 00 18 00 00 00 00 00 Gauss Rifle			2E&lt;br /&gt;
 00 3F E8 03 00 00 00 00 00 00 9E 07 00 00 18 00 00 00 00 00 G.Rifle clip		2F&lt;br /&gt;
 00 21 E8 03 00 00 00 00 00 00 48 EE 00 00 18 00 00 00 00 00 Gauss Cannon		30&lt;br /&gt;
 00 40 E8 03 00 00 00 00 00 00 94 0C 00 00 18 00 00 00 00 00 G. Cannon clip		31&lt;br /&gt;
 00 22 E8 03 00 00 2C 01 00 00 F0 00 00 00 18 00 00 00 01 00 Magna grenade		32&lt;br /&gt;
 00 23 E8 03 00 00 96 00 00 00 78 00 00 00 18 00 00 00 01 00 Dye grenade			33&lt;br /&gt;
 00 24 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 Particle D grenade		34&lt;br /&gt;
 00 25 E8 03 00 00 DC 05 00 00 B0 04 00 00 18 00 00 00 01 00 Magna-Pak Explosive		35&lt;br /&gt;
 00 26 E8 03 00 00 00 00 00 00 20 B2 00 00 18 00 00 00 00 00 Particle D sensor		36&lt;br /&gt;
 00 27 E8 03 00 00 00 00 00 00 A4 B5 00 00 18 00 00 00 00 00 Medi-kit			37&lt;br /&gt;
 00 28 E8 03 00 00 00 00 00 00 8C F8 02 00 18 00 00 00 00 00 MC-Disruptor		38&lt;br /&gt;
 00 29 E8 03 00 00 EC 04 00 00 B1 03 00 00 18 00 00 00 01 00 Thermal Tazer		39&lt;br /&gt;
 00 2A E8 03 00 00 3C 00 00 00 28 00 00 00 18 00 00 00 01 00 flare			3A&lt;br /&gt;
 00 3C E8 03 00 00 00 00 00 00 88 13 00 00 18 00 00 00 00 00 Zrbite			3B&lt;br /&gt;
 00 31 E8 03 00 00 00 00 00 00 50 9E 02 00 18 00 00 00 00 00 Sonic Cannon		3C&lt;br /&gt;
 00 32 E8 03 00 00 E8 03 00 00 76 25 00 00 18 00 00 00 00 00 S.Cannon clip		3D&lt;br /&gt;
 00 33 E8 03 00 00 E8 03 00 00 24 EE 01 00 18 00 00 00 00 00 Sonic rifle			3E&lt;br /&gt;
 00 34 E8 03 00 00 E8 03 00 00 92 18 00 00 18 00 00 00 00 00 S.rifle clip		3F&lt;br /&gt;
 00 35 E8 03 00 00 E8 03 00 00 20 48 01 00 18 00 00 00 00 00 Sonic Pistol		40&lt;br /&gt;
 00 36 E8 03 00 00 E8 03 00 00 58 11 00 00 18 00 00 00 00 00 S.Pistol clip		41&lt;br /&gt;
 00 37 E8 03 00 00 E8 03 00 00 80 32 02 00 18 00 00 00 00 00 Disruptor Pulse Launcher	42&lt;br /&gt;
 00 38 E8 03 00 00 E8 03 00 00 A8 93 00 00 18 00 00 00 00 00 Disruptor ammo		43&lt;br /&gt;
 00 39 E8 03 00 00 E8 03 00 00 C0 D4 01 00 18 00 00 00 00 00 Thermal Shock Launcher	44&lt;br /&gt;
 00 3A E8 03 00 00 E8 03 00 00 60 3B 00 00 18 00 00 00 00 00 Thermal Shock Ammo		45&lt;br /&gt;
 00 3B E8 03 00 00 E8 03 00 00 02 3A 00 00 18 00 00 00 00 00 Sonic Pulsar		46&lt;br /&gt;
 00 3D E8 03 00 00 E8 03 00 00 80 A3 04 00 18 00 00 00 00 00 M.C.reader			47&lt;br /&gt;
 00 2B E8 03 00 00 E8 03 00 00 DC 05 00 00 18 00 00 00 00 00 Vibro blade			48&lt;br /&gt;
 00 2C E8 03 00 00 E8 03 00 00 08 07 00 00 18 00 00 00 00 00 Thermic Lance		49&lt;br /&gt;
 00 2D E8 03 00 00 E8 03 00 00 D0 07 00 00 18 00 00 00 00 00 Heavy Lance			4A&lt;br /&gt;
 00 41 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4B&lt;br /&gt;
 00 42 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4C&lt;br /&gt;
 00 43 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4D&lt;br /&gt;
 00 44 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4E&lt;br /&gt;
 00 45 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4F&lt;br /&gt;
 00 46 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			50&lt;br /&gt;
 00 47 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			51&lt;br /&gt;
 00 48 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			52&lt;br /&gt;
 00 49 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			53&lt;br /&gt;
 00 4A E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			54&lt;br /&gt;
 00 4B E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			55&lt;br /&gt;
 00 50 E8 03 00 00 E8 03 00 00 90 D0 03 00 30 00 00 00 00 00 Ion-Beam Accelerator	56&lt;br /&gt;
 00 51 E8 03 00 00 E8 03 00 00 80 38 01 00 30 00 00 00 00 00 Magnetic Navigation		57&lt;br /&gt;
 00 52 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 Sub Construction		58&lt;br /&gt;
 00 53 E8 03 00 00 E8 03 00 00 88 13 00 00 30 00 00 00 00 00 Cryogenics			59&lt;br /&gt;
 00 54 E8 03 00 00 E8 03 00 00 40 9C 00 00 30 00 00 00 00 00 cloning			5A&lt;br /&gt;
 00 55 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 learning arrays		5B&lt;br /&gt;
 00 56 E8 03 00 00 E8 03 00 00 70 94 00 00 30 00 00 00 00 00 Implanter			5C&lt;br /&gt;
 00 57 E8 03 00 00 E8 03 00 00 28 23 00 00 30 00 00 00 00 00 Examination Room		5D&lt;br /&gt;
 00 58 E8 03 00 00 E8 03 00 00 64 19 00 00 30 00 00 00 00 00 Aqua Plastics		5E&lt;br /&gt;
 00 59 E8 03 00 00 E8 03 00 00 64 00 00 00 30 00 00 00 00 00 Re-Animation zone		5F&lt;br /&gt;
 00 5A E8 03 00 00 E8 03 00 00 F0 D2 00 00 20 00 00 00 00 00 Plastic Armor		60&lt;br /&gt;
 00 5B E8 03 00 00 E8 03 00 00 08 4C 01 00 20 00 00 00 00 00 Ion Armor			61&lt;br /&gt;
 00 5C E8 03 00 00 E8 03 00 00 38 C1 01 00 20 00 00 00 00 00 Mag. Ion Armor		62&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71520</id>
		<title>PURCHASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71520"/>
		<updated>2016-03-21T14:28:17Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: added and updated structure information for TFTD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Structure ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0 (1 Byte):&#039;&#039;&#039; Item Category:&lt;br /&gt;
   0 General Item...basically, anything not Personnel or Subs&lt;br /&gt;
   1 X-Com Craft&lt;br /&gt;
   2 Soldier&lt;br /&gt;
   3 Scientist&lt;br /&gt;
   4 Technician&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (1 Byte):&#039;&#039;&#039; Index to an array of the amount of inventory space used, (see [[#Notes on Sorting|Notes on Sorting]] below). For General Items (Item Category=0), this value &#039;&#039;perhaps&#039;&#039; controls the sort order on the Base Information Stores screen (only General Items appear there). Or more likely, the Stores listing just shares a common index order with the array of inventory space used.&lt;br /&gt;
   00-42 &#039;Human&#039; Items...all purchaseable equipment, all Craft weapons/ammo, all HWPs, Gauss,&lt;br /&gt;
         Particle Distrubance Sensor, Medikit, etc.&lt;br /&gt;
   43-45 Vibroblade, Thermic Lance, Heavy Thermic Lance&lt;br /&gt;
   46-48 Unused&lt;br /&gt;
   49-59 Alien Weapons/Ammo...Sonic Cannon through Sonic Pulsar&lt;br /&gt;
   60-61 Zrbite &amp;amp; M.C.Reader ...Alien Non-Weapon items that can be picked up in Battlescape?&lt;br /&gt;
   62-64 Gauss Cannon clip, Gauss Rifle clip, Gauss Pistol Clip&lt;br /&gt;
   65-75 Alien Corpses&lt;br /&gt;
   76-79 Not Used&lt;br /&gt;
   80-89 Alien Items...Ion Beam Accelerator through Reanimation Zone&lt;br /&gt;
   90-92 Armor...Plastic Aqua Armor, Ion Armor, Magnetic Ion Armor&lt;br /&gt;
   93-96 HWP Ammo...SWS Harpoon Bolts, SWS Missiles, SWS PWT Torpedoes, SWS Gauss Ammo&lt;br /&gt;
   97    Unused&lt;br /&gt;
For Personnel, this value is &#039;0&#039;, while for subs, it indicates Sub Type:&lt;br /&gt;
   0 Triton&lt;br /&gt;
   1 Hammerhead&lt;br /&gt;
   2 Levaithan&lt;br /&gt;
   3 Barracuda&lt;br /&gt;
   4 Manta&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-5 (4 Bytes):&#039;&#039;&#039; These four bytes are set to [E8 03 00 00] (=1000) for all entries except manufactured subs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6-9 (4 Bytes):&#039;&#039;&#039; Item Cost (buy price) if Purchaseable. Curiously, starting with entry 56 (Heavy Plasma Clip), set to [E8 03 00] (=1000) for the remainder of entries (none of which is normally purchaseable.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10-13 (4 Bytes):&#039;&#039;&#039; Item Selling Price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 (1 Byte):&#039;&#039;&#039; Transfer time for new purchases, in hours. All items have this value, even manufacture-only and alien items, and it is usually a multiple of 24 (=1 day):&lt;br /&gt;
   96 for most Subs, HWPs, and Craft Cannon Rounds&lt;br /&gt;
   72 for Triton and Personnel hires&lt;br /&gt;
   48 for Craft Weapons and Ammo (ex. Gas Cannon Rounds), HWP Ammo, and non-Battlescape Alien Items&lt;br /&gt;
   32 for Alien Corpses and X-Com Armor&lt;br /&gt;
   24 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039; Set to 00 (0) for all entries. Possible high bit for transfer time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039; Usually set to 0, but seems to hold the quantity purchased last time (i.e. will be set to 5 on grenades if you just bought 5 of them). Unsure when this gets cleared, and unsure why it is saved. Probably because they just used the same structure as in the Purchase screen in saving this file. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039; Appears to always be set to 00. Possible high bit for offset 16. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 (1 Byte):&#039;&#039;&#039; Purchase-ability flag: 1 for everything that you can buy on the Purchase/Recruit screen, 0 for everything else&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 (1 Byte):&#039;&#039;&#039; Set to [00] (0) for all entries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 Item                    Index Num&#039;&#039;&#039;&lt;br /&gt;
 02 00 E8 03 00 00 40 9C 00 00 00 00 00 00 48 00 00 00 01 00 soldier                 	00&lt;br /&gt;
 03 00 E8 03 00 00 60 EA 00 00 00 00 00 00 48 00 00 00 01 00 scientist			01&lt;br /&gt;
 04 00 E8 03 00 00 50 C3 00 00 00 00 00 00 48 00 00 00 01 00 technician			02&lt;br /&gt;
 01 00 E8 03 00 00 20 A1 07 00 00 00 00 00 48 00 00 00 01 00 Triton               	03&lt;br /&gt;
 01 01 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Hammerhead			04&lt;br /&gt;
 01 02 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Levaithan			05&lt;br /&gt;
 01 03 E8 03 00 00 C0 27 09 00 00 00 00 00 60 00 00 00 01 00 Barracuda			06&lt;br /&gt;
 01 04 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Manta			07&lt;br /&gt;
 00 00 E8 03 00 00 80 3E 00 00 E0 2E 00 00 30 00 00 00 01 00 Ajax launcher		08&lt;br /&gt;
 00 01 E8 03 00 00 68 42 00 00 CE 31 00 00 30 00 00 00 01 00 DUP launcher		09&lt;br /&gt;
 00 02 E8 03 00 00 30 75 00 00 E4 57 00 00 30 00 00 00 01 00 Craft Gas Cannon		0A&lt;br /&gt;
 00 03 E8 03 00 00 00 00 00 00 0C 4A 04 00 30 00 00 00 00 00 PWT Cannon			0B&lt;br /&gt;
 00 04 E8 03 00 00 00 00 00 00 38 38 03 00 30 00 00 00 00 00 Gauss Cannon		0C&lt;br /&gt;
 00 05 E8 03 00 00 00 00 00 00 24 14 04 00 30 00 00 00 00 00 Sonic Osillator		0D&lt;br /&gt;
 00 06 E8 03 00 00 B8 0B 00 00 60 09 00 00 30 00 00 00 01 00 Ajax torpedoes		0E&lt;br /&gt;
 00 07 E8 03 00 00 28 23 00 00 20 1C 00 00 30 00 00 00 01 00 DUP torpedoes		0F&lt;br /&gt;
 00 08 E8 03 00 00 D8 04 00 00 F4 03 00 00 60 00 00 00 01 00 Gas Rounds(x50)		10&lt;br /&gt;
 00 09 E8 03 00 00 00 00 00 00 84 42 00 00 30 00 00 00 00 00 PWT ammo			11&lt;br /&gt;
 00 61 E8 03 00 00 00 00 00 00 34 D0 00 00 30 00 00 00 00 00 Craft Gauss Ammo(unused)	12&lt;br /&gt;
 00 0A E8 03 00 00 A0 68 06 00 20 30 05 00 60 00 00 00 01 00 Tank/harpoon		13&lt;br /&gt;
 00 5D E8 03 00 00 C8 00 00 00 64 00 00 00 30 00 00 00 01 00 SWS harpoon			14&lt;br /&gt;
 00 0B E8 03 00 00 00 53 07 00 40 7E 05 00 60 00 00 00 01 00 Tank/Torpedo		15&lt;br /&gt;
 00 5E E8 03 00 00 B8 0B 00 00 CA 08 00 00 30 00 00 00 01 00 SWS torpedoes		16&lt;br /&gt;
 00 0C E8 03 00 00 00 00 00 00 50 10 09 00 60 00 00 00 00 00 Tank/Gauss			17&lt;br /&gt;
 00 60 E8 03 00 00 B8 0B 00 00 C8 00 00 00 30 00 00 00 00 00 SWS Gauss Ammo		18&lt;br /&gt;
 00 0D E8 03 00 00 00 00 00 00 20 F4 0E 00 60 00 00 00 00 00 Displacer/sonic		19&lt;br /&gt;
 00 0E E8 03 00 00 00 00 00 00 38 EA 0F 00 60 00 00 00 00 00 Displacer/PWT		1A&lt;br /&gt;
 00 5F E8 03 00 00 00 00 00 00 D0 E8 00 00 30 00 00 00 00 00 SWS PWT ammo		1B&lt;br /&gt;
 00 0F E8 03 00 00 20 03 00 00 58 02 00 00 18 00 00 00 01 00 dart gun			1C&lt;br /&gt;
 00 10 E8 03 00 00 46 00 00 00 34 00 00 00 18 00 00 00 01 00 dart clip			1D&lt;br /&gt;
 00 11 E8 03 00 00 B8 0B 00 00 CA 08 00 00 18 00 00 00 01 00 jet harpoon			1E&lt;br /&gt;
 00 12 E8 03 00 00 C8 00 00 00 96 00 00 00 18 00 00 00 01 00 harpoon clip		1F&lt;br /&gt;
 00 13 E8 03 00 00 00 19 00 00 C0 12 00 00 18 00 00 00 01 00 Gas Cannon			20&lt;br /&gt;
 00 14 E8 03 00 00 2C 01 00 00 E1 00 00 00 18 00 00 00 01 00 GC-AP			21&lt;br /&gt;
 00 15 E8 03 00 00 F4 01 00 00 13 01 00 00 18 00 00 00 01 00 GC-HE			22&lt;br /&gt;
 00 16 E8 03 00 00 90 01 00 00 2C 01 00 00 18 00 00 00 01 00 GC-IN			23&lt;br /&gt;
 00 17 E8 03 00 00 BC 34 00 00 8D 27 00 00 18 00 00 00 01 00 Hydro-Jet Cannon		24&lt;br /&gt;
 00 18 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 HJ-AP			25&lt;br /&gt;
 00 19 E8 03 00 00 BC 02 00 00 30 02 00 00 18 00 00 00 01 00 HJ-HE			26&lt;br /&gt;
 00 1A E8 03 00 00 8A 02 00 00 08 02 00 00 18 00 00 00 01 00 HJ-IN			27&lt;br /&gt;
 00 1B E8 03 00 00 A0 0F 00 00 B8 0B 00 00 18 00 00 00 01 00 Torpedo Launcher		28&lt;br /&gt;
 00 1C E8 03 00 00 58 02 00 00 E0 01 00 00 18 00 00 00 01 00 Small Torpedo		29&lt;br /&gt;
 00 1D E8 03 00 00 84 03 00 00 D0 02 00 00 18 00 00 00 01 00 Large Torpedo		2A&lt;br /&gt;
 00 1E E8 03 00 00 B0 04 00 00 C0 03 00 00 18 00 00 00 01 00 IN Torpedo			2B&lt;br /&gt;
 00 1F E8 03 00 00 00 00 00 00 20 4E 00 00 18 00 00 00 00 00 Gauss Pistol		2C&lt;br /&gt;
 00 3E E8 03 00 00 00 00 00 00 1A 04 00 00 18 00 00 00 00 00 G.Pistol Clip		2D&lt;br /&gt;
 00 20 E8 03 00 00 00 00 00 00 24 90 00 00 18 00 00 00 00 00 Gauss Rifle			2E&lt;br /&gt;
 00 3F E8 03 00 00 00 00 00 00 9E 07 00 00 18 00 00 00 00 00 G.Rifle clip		2F&lt;br /&gt;
 00 21 E8 03 00 00 00 00 00 00 48 EE 00 00 18 00 00 00 00 00 Gauss Cannon		30&lt;br /&gt;
 00 40 E8 03 00 00 00 00 00 00 94 0C 00 00 18 00 00 00 00 00 G. Cannon clip		31&lt;br /&gt;
 00 22 E8 03 00 00 2C 01 00 00 F0 00 00 00 18 00 00 00 01 00 Magna grenade		32&lt;br /&gt;
 00 23 E8 03 00 00 96 00 00 00 78 00 00 00 18 00 00 00 01 00 Dye grenade			33&lt;br /&gt;
 00 24 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 Particle D grenade		34&lt;br /&gt;
 00 25 E8 03 00 00 DC 05 00 00 B0 04 00 00 18 00 00 00 01 00 Magna-Pak Explosive		35&lt;br /&gt;
 00 26 E8 03 00 00 00 00 00 00 20 B2 00 00 18 00 00 00 00 00 Particle D sensor		36&lt;br /&gt;
 00 27 E8 03 00 00 00 00 00 00 A4 B5 00 00 18 00 00 00 00 00 Medi-kit			37&lt;br /&gt;
 00 28 E8 03 00 00 00 00 00 00 8C F8 02 00 18 00 00 00 00 00 MC-Disruptor		38&lt;br /&gt;
 00 29 E8 03 00 00 EC 04 00 00 B1 03 00 00 18 00 00 00 01 00 Thermal Tazer		39&lt;br /&gt;
 00 2A E8 03 00 00 3C 00 00 00 28 00 00 00 18 00 00 00 01 00 flare			3A&lt;br /&gt;
 00 3C E8 03 00 00 00 00 00 00 88 13 00 00 18 00 00 00 00 00 Zrbite			3B&lt;br /&gt;
 00 31 E8 03 00 00 00 00 00 00 50 9E 02 00 18 00 00 00 00 00 Sonic Cannon		3C&lt;br /&gt;
 00 32 E8 03 00 00 E8 03 00 00 76 25 00 00 18 00 00 00 00 00 S.Cannon clip		3D&lt;br /&gt;
 00 33 E8 03 00 00 E8 03 00 00 24 EE 01 00 18 00 00 00 00 00 Sonic rifle			3E&lt;br /&gt;
 00 34 E8 03 00 00 E8 03 00 00 92 18 00 00 18 00 00 00 00 00 S.rifle clip		3F&lt;br /&gt;
 00 35 E8 03 00 00 E8 03 00 00 20 48 01 00 18 00 00 00 00 00 Sonic Pistol		40&lt;br /&gt;
 00 36 E8 03 00 00 E8 03 00 00 58 11 00 00 18 00 00 00 00 00 S.Pistol clip		41&lt;br /&gt;
 00 37 E8 03 00 00 E8 03 00 00 80 32 02 00 18 00 00 00 00 00 Disruptor Pulse Launcher	42&lt;br /&gt;
 00 38 E8 03 00 00 E8 03 00 00 A8 93 00 00 18 00 00 00 00 00 Disruptor ammo		43&lt;br /&gt;
 00 39 E8 03 00 00 E8 03 00 00 C0 D4 01 00 18 00 00 00 00 00 Thermal Shock Launcher	44&lt;br /&gt;
 00 3A E8 03 00 00 E8 03 00 00 60 3B 00 00 18 00 00 00 00 00 Thermal Shock Ammo		45&lt;br /&gt;
 00 3B E8 03 00 00 E8 03 00 00 02 3A 00 00 18 00 00 00 00 00 Sonic Pulsar		46&lt;br /&gt;
 00 3D E8 03 00 00 E8 03 00 00 80 A3 04 00 18 00 00 00 00 00 M.C.reader			47&lt;br /&gt;
 00 2B E8 03 00 00 E8 03 00 00 DC 05 00 00 18 00 00 00 00 00 Vibro blade			48&lt;br /&gt;
 00 2C E8 03 00 00 E8 03 00 00 08 07 00 00 18 00 00 00 00 00 Thermic Lance		49&lt;br /&gt;
 00 2D E8 03 00 00 E8 03 00 00 D0 07 00 00 18 00 00 00 00 00 Heavy Lance			4A&lt;br /&gt;
 00 41 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4B&lt;br /&gt;
 00 42 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4C&lt;br /&gt;
 00 43 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4D&lt;br /&gt;
 00 44 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4E&lt;br /&gt;
 00 45 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4F&lt;br /&gt;
 00 46 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			50&lt;br /&gt;
 00 47 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			51&lt;br /&gt;
 00 48 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			52&lt;br /&gt;
 00 49 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			53&lt;br /&gt;
 00 4A E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			54&lt;br /&gt;
 00 4B E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			55&lt;br /&gt;
 00 50 E8 03 00 00 E8 03 00 00 90 D0 03 00 30 00 00 00 00 00 Ion-Beam Accelerator	56&lt;br /&gt;
 00 51 E8 03 00 00 E8 03 00 00 80 38 01 00 30 00 00 00 00 00 Magnetic Navigation		57&lt;br /&gt;
 00 52 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 Sub Construction		58&lt;br /&gt;
 00 53 E8 03 00 00 E8 03 00 00 88 13 00 00 30 00 00 00 00 00 Cryogenics			59&lt;br /&gt;
 00 54 E8 03 00 00 E8 03 00 00 40 9C 00 00 30 00 00 00 00 00 cloning			5A&lt;br /&gt;
 00 55 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 learning arrays		5B&lt;br /&gt;
 00 56 E8 03 00 00 E8 03 00 00 70 94 00 00 30 00 00 00 00 00 Implanter			5C&lt;br /&gt;
 00 57 E8 03 00 00 E8 03 00 00 28 23 00 00 30 00 00 00 00 00 Examination Room		5D&lt;br /&gt;
 00 58 E8 03 00 00 E8 03 00 00 64 19 00 00 30 00 00 00 00 00 Aqua Plastics		5E&lt;br /&gt;
 00 59 E8 03 00 00 E8 03 00 00 64 00 00 00 30 00 00 00 00 00 Re-Animation zone		5F&lt;br /&gt;
 00 5A E8 03 00 00 E8 03 00 00 F0 D2 00 00 20 00 00 00 00 00 Plastic Armor		60&lt;br /&gt;
 00 5B E8 03 00 00 E8 03 00 00 08 4C 01 00 20 00 00 00 00 00 Ion Armor			61&lt;br /&gt;
 00 5C E8 03 00 00 E8 03 00 00 38 C1 01 00 20 00 00 00 00 00 Mag. Ion Armor		62&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=71519</id>
		<title>Game Files</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=71519"/>
		<updated>2016-03-21T14:06:08Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Geoscape Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not-for-profit, just-for-fun reverse engineering.&lt;br /&gt;
&lt;br /&gt;
* General note re: [[HackerTools|Hex editing game files]]&lt;br /&gt;
:&amp;lt;small&amp;gt;Contains a quick introduction to using a most unlikely program to edit your game files, and suggestions on other editors out there.&amp;lt;/small&amp;gt;&lt;br /&gt;
* A primer for the [[Command Prompt]] (aka the command console). &lt;br /&gt;
:&amp;lt;small&amp;gt;Information on how to manage directories, files, plus other neat tricks that can be done through the command console that should not be forgotten in today&#039;s era of point and click madness.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss] and [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml DaiShiva] (see [http://www.daishiva.com/programs/XCFormat.html file formats]) also have notes on a number of XCOM&#039;s file formats not yet detailed on this wiki.&lt;br /&gt;
&lt;br /&gt;
= General File Information = &lt;br /&gt;
== Program Files ==&lt;br /&gt;
&lt;br /&gt;
These are program files and static data files that are not part of the saved game files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape data. Includes localization strings, [[OBDATA.DAT]] for objects like weapons, [[WORLD.DAT]] for globe terrain.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Graphics for [[UFOpaedia]] and research screen backgrounds.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAPS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-generated Battlescape terrain blocks (.MAP). These are filled in with terrain tiles. A few dozen blocks make up a battlescape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Saved_Game_Files#Missdat_Files|MISSDAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the data from the previous mission. (Can be [[ExploitsA#Score_Points_For_Free|exploited]]).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien route maps (.RMP) for moving around the pre-generated Battlescape terrain blocks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOUND]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1990-era sound drivers, or MIDI files for Windows version.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERRAIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphic tiles for buildings, ships, and terrain (.MCD, .PCK, and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO2EXE\[[TACTICAL.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Battlescape&amp;quot; program in DOS-release of UFO.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\[[GEOSCAPE.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\BLACK.EXE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The black screen UFO.BAT puts up when swapping between the above two programs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Misc graphics (.PCK) for soldier equipment screens, smoke, motion detector blobs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOINTRO]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the introduction movie (.FLI) and the endgame pictures (.LBM).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphics for soldiers, aliens, and the pixelated guns they hold. (.PCK and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geoscape Files == &lt;br /&gt;
These are savegame files used by the [[Geoscape]] portion of the game. This can be considered a &#039;standard&#039; save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ACTS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information which acts with which priority in respective zones aliens are going to try.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[AKNOW.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ALIEN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains Alien activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ASTORE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has the info on aliens in [[Alien Containment]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BASE.DAT]]&amp;amp;nbsp;[[BASE.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all of the [[X-COM Bases|base]] layout and contents information, radar scanning abilities and other base information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BPROD.DAT]]&amp;amp;nbsp;[[BPROD.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of [[Equipment (EU)|equipment]] being [[manufacturing|produced]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CRAFT.DAT]]&amp;amp;nbsp;[[CRAFT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all the [[craft]] info, [[Craft Weapons|weapons]], fuel, damage and items onboard. Also stores UFO information, although information is handled differently from friendly aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DIPLOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Diplomacy info, and current and historical [[Country Funding]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DUM.BIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dummy file for keeping directory structure. Not used.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FACIL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on [[Base Facilities]] you can build.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[IGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Date and time.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on interception windows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LEASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money! Also financial graph information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOC.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Location of bases on the planet as well as other things like ships, waypoints and missions. Basically anything that is an icon on the Geoscape world view.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISSIONS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains counters and race info on the ongoing alien acts.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PRODUCT.DAT]]&amp;amp;nbsp;[[PRODUCT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on things you can produce.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PROJECT.DAT]]&amp;amp;nbsp;[[PROJECT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;These are things you are [[research]]ing.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PURCHASE.DAT]]&amp;amp;nbsp;[[PURCHASE.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on stuff you can buy.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[RESEARCH.DAT]]&amp;amp;nbsp;[[RESEARCH.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Completed research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SAVEINFO.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Name of the saved game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SITE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of recent Terror Sites.  (May be TFTD-only.)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOLDIER.DAT]]&amp;amp;nbsp;[[SOLDIER.DAT (TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Data about the [[soldiers]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TRANSFER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Personnel and equipment being transferred.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the next numbers for [[UFOs]], Terror Sites, [[Interceptor]]s, etc. Also contains monthly scores for research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[UFOpaedia]] info.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XBASES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Schedules [[Base Defence|attacks on X-COM bases]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XCOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains X-Com activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ZONAL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Information on which zones and with what priority aliens are going to attack.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(28 files. Note that if you find a geoscape save with additional files, this simply means a battlescape save was made in that slot at some prior point. UFO does not remove unused save files).&lt;br /&gt;
&lt;br /&gt;
== Battlescape Files ==&lt;br /&gt;
These are savegame files created and used by the tactical portion of the game. They are only created if the game is saved while in the battlescape. [[Battlescape]] saves also contain all the files used in a standard save. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Describes ambient light on map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details the map type and overall map structure.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores tile information for the whole map. Basically all static structures, such as trees, walls, floors and furniture.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISDATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information on craft in use and which alien artefacts are available for use in combat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores all the objects that your soldiers can pick up (guns, corpses, etc).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores nodes for soldier and alien spawn points, also acts as waypoints for AI pathfinding.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SEEMAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fog of war overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKBIT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOURCEMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for mobile light sources (i.e. your soldiers).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for ambient (or fixed) lighting.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Controls ownership, visibility, whether the unit is under temporary mind control, etc. Works hand in hand with [[UNITREF.DAT]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains the primary stats for all units in combat. X-Com owned soldiers in this file are &#039;&#039;virtual&#039;&#039; copies of the soldiers in soldier.dat. Works very closely with unitpos.dat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map global information such as map dimensions and the number of turns that have elapsed.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(14 unique files, plus all 28 standard save files, totaling 42).&lt;br /&gt;
&lt;br /&gt;
== Missdat Files ==&lt;br /&gt;
These temporary files are used at run time, when a battlescape game is in progress. The missdat folder also contains all the files needed to create a standard Geoscape save for the game in progress.&lt;br /&gt;
&lt;br /&gt;
When the tactical game engine starts, it first checks [[SAVEINFO.DAT]] to see if this is a new battle, or if you&#039;re loading a battlescape save game. In the case of the former, it generates a new map, based off these files:&lt;br /&gt;
*[[GEODATA.DAT]]&lt;br /&gt;
*[[MISSION.DAT]]&lt;br /&gt;
*[[OBPOSREF.DAT]]&lt;br /&gt;
*[[UNIPOS.DAT]]&lt;br /&gt;
*[[UNIREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you load a game, the tactical engine loads from the save slot directly, as according to [[DIRECT.DAT]] (which details the path to the slot in concern).&lt;br /&gt;
&lt;br /&gt;
When combat ends, these files are created:&lt;br /&gt;
*[[CODE.DAT]]&lt;br /&gt;
*[[MISSION2.DAT]]&lt;br /&gt;
*[[OBPOS2.DAT]]&lt;br /&gt;
*[[OPTION.DAT]]&lt;br /&gt;
*[[UNIREF2.DAT]]&lt;br /&gt;
*[[UNITPOS.DAT_(MISSDAT)|UNITPOS.DAT]]&lt;br /&gt;
&lt;br /&gt;
(12 unique files, plus 27 standard save files (does not use dum.bin), totaling 39).&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=File Format information=&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
&lt;br /&gt;
A list of specific image formats used by EU/TFTD. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Extension&amp;lt;/th&amp;gt;&amp;lt;th&lt;br /&gt;
{{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#PCK|PCK]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A run-length-encoded image format for storing one or more images with a dimension of 32x40 pixels. Used for sprites, tiles and inventory images. Usually accompanied by a TAB file, serving as an index to the image archive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#SCR &amp;amp; DAT|SCR &amp;amp; DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores uncompressed image data for the full screen backgrounds and the inventory screen icons.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#SPK|SPK]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Paper doll and UFOpedia images, among other full screen pictures.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#BDY|BDY]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Often used by TFTD in place of SPK.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Did You Know?=&lt;br /&gt;
* If your game crashes and you are returned to previous mission, the game is actually referring to the battlescape information in the MISSDAT directory. Also, if a tactical mission is abnormally aborted, the results are obtained from the MISSDAT folder as well. Because the game was not able to update the files that hold the results of the last mission, your current game will be updated with information from the &#039;&#039;previous&#039;&#039; mission that was able to end normally. Abnormal program termination simply means that the tactical game engine crashed or was forced to crash by the user. This [[ExploitsA#Score_Points_For_Free|can be abused]].&lt;br /&gt;
&lt;br /&gt;
* Other exploits with gamefiles can be found [[ExploitsF|here]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Game editors]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71518</id>
		<title>PURCHASE.DAT (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PURCHASE.DAT_(TFTD)&amp;diff=71518"/>
		<updated>2016-03-21T14:04:30Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 Item                    Index Num&amp;#039;&amp;#039;&amp;#039;  02 00 E8 03 00 00 40 9C 00 00 00 00 00 00 48 00 00 00 01 00 soldier      ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 Item                    Index Num&#039;&#039;&#039;&lt;br /&gt;
 02 00 E8 03 00 00 40 9C 00 00 00 00 00 00 48 00 00 00 01 00 soldier                 	00&lt;br /&gt;
 03 00 E8 03 00 00 60 EA 00 00 00 00 00 00 48 00 00 00 01 00 scientist			01&lt;br /&gt;
 04 00 E8 03 00 00 50 C3 00 00 00 00 00 00 48 00 00 00 01 00 technician			02&lt;br /&gt;
 01 00 E8 03 00 00 20 A1 07 00 00 00 00 00 48 00 00 00 01 00 Triton               	03&lt;br /&gt;
 01 01 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Hammerhead			04&lt;br /&gt;
 01 02 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Levaithan			05&lt;br /&gt;
 01 03 E8 03 00 00 C0 27 09 00 00 00 00 00 60 00 00 00 01 00 Barracuda			06&lt;br /&gt;
 01 04 00 00 00 00 00 00 00 00 00 00 00 00 60 00 00 00 00 00 Manta			07&lt;br /&gt;
 00 00 E8 03 00 00 80 3E 00 00 E0 2E 00 00 30 00 00 00 01 00 Ajax launcher		08&lt;br /&gt;
 00 01 E8 03 00 00 68 42 00 00 CE 31 00 00 30 00 00 00 01 00 DUP launcher		09&lt;br /&gt;
 00 02 E8 03 00 00 30 75 00 00 E4 57 00 00 30 00 00 00 01 00 Craft Gas Cannon		0A&lt;br /&gt;
 00 03 E8 03 00 00 00 00 00 00 0C 4A 04 00 30 00 00 00 00 00 PWT Cannon			0B&lt;br /&gt;
 00 04 E8 03 00 00 00 00 00 00 38 38 03 00 30 00 00 00 00 00 Gauss Cannon		0C&lt;br /&gt;
 00 05 E8 03 00 00 00 00 00 00 24 14 04 00 30 00 00 00 00 00 Sonic Osillator		0D&lt;br /&gt;
 00 06 E8 03 00 00 B8 0B 00 00 60 09 00 00 30 00 00 00 01 00 Ajax torpedoes		0E&lt;br /&gt;
 00 07 E8 03 00 00 28 23 00 00 20 1C 00 00 30 00 00 00 01 00 DUP torpedoes		0F&lt;br /&gt;
 00 08 E8 03 00 00 D8 04 00 00 F4 03 00 00 60 00 00 00 01 00 Gas Rounds(x50)		10&lt;br /&gt;
 00 09 E8 03 00 00 00 00 00 00 84 42 00 00 30 00 00 00 00 00 PWT ammo			11&lt;br /&gt;
 00 61 E8 03 00 00 00 00 00 00 34 D0 00 00 30 00 00 00 00 00 Craft Gauss Ammo(unused)	12&lt;br /&gt;
 00 0A E8 03 00 00 A0 68 06 00 20 30 05 00 60 00 00 00 01 00 Tank/harpoon		13&lt;br /&gt;
 00 5D E8 03 00 00 C8 00 00 00 64 00 00 00 30 00 00 00 01 00 SWS harpoon			14&lt;br /&gt;
 00 0B E8 03 00 00 00 53 07 00 40 7E 05 00 60 00 00 00 01 00 Tank/Torpedo		15&lt;br /&gt;
 00 5E E8 03 00 00 B8 0B 00 00 CA 08 00 00 30 00 00 00 01 00 SWS torpedoes		16&lt;br /&gt;
 00 0C E8 03 00 00 00 00 00 00 50 10 09 00 60 00 00 00 00 00 Tank/Gauss			17&lt;br /&gt;
 00 60 E8 03 00 00 B8 0B 00 00 C8 00 00 00 30 00 00 00 00 00 SWS Gauss Ammo		18&lt;br /&gt;
 00 0D E8 03 00 00 00 00 00 00 20 F4 0E 00 60 00 00 00 00 00 Displacer/sonic		19&lt;br /&gt;
 00 0E E8 03 00 00 00 00 00 00 38 EA 0F 00 60 00 00 00 00 00 Displacer/PWT		1A&lt;br /&gt;
 00 5F E8 03 00 00 00 00 00 00 D0 E8 00 00 30 00 00 00 00 00 SWS PWT ammo		1B&lt;br /&gt;
 00 0F E8 03 00 00 20 03 00 00 58 02 00 00 18 00 00 00 01 00 dart gun			1C&lt;br /&gt;
 00 10 E8 03 00 00 46 00 00 00 34 00 00 00 18 00 00 00 01 00 dart clip			1D&lt;br /&gt;
 00 11 E8 03 00 00 B8 0B 00 00 CA 08 00 00 18 00 00 00 01 00 jet harpoon			1E&lt;br /&gt;
 00 12 E8 03 00 00 C8 00 00 00 96 00 00 00 18 00 00 00 01 00 harpoon clip		1F&lt;br /&gt;
 00 13 E8 03 00 00 00 19 00 00 C0 12 00 00 18 00 00 00 01 00 Gas Cannon			20&lt;br /&gt;
 00 14 E8 03 00 00 2C 01 00 00 E1 00 00 00 18 00 00 00 01 00 GC-AP			21&lt;br /&gt;
 00 15 E8 03 00 00 F4 01 00 00 13 01 00 00 18 00 00 00 01 00 GC-HE			22&lt;br /&gt;
 00 16 E8 03 00 00 90 01 00 00 2C 01 00 00 18 00 00 00 01 00 GC-IN			23&lt;br /&gt;
 00 17 E8 03 00 00 BC 34 00 00 8D 27 00 00 18 00 00 00 01 00 Hydro-Jet Cannon		24&lt;br /&gt;
 00 18 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 HJ-AP			25&lt;br /&gt;
 00 19 E8 03 00 00 BC 02 00 00 30 02 00 00 18 00 00 00 01 00 HJ-HE			26&lt;br /&gt;
 00 1A E8 03 00 00 8A 02 00 00 08 02 00 00 18 00 00 00 01 00 HJ-IN			27&lt;br /&gt;
 00 1B E8 03 00 00 A0 0F 00 00 B8 0B 00 00 18 00 00 00 01 00 Torpedo Launcher		28&lt;br /&gt;
 00 1C E8 03 00 00 58 02 00 00 E0 01 00 00 18 00 00 00 01 00 Small Torpedo		29&lt;br /&gt;
 00 1D E8 03 00 00 84 03 00 00 D0 02 00 00 18 00 00 00 01 00 Large Torpedo		2A&lt;br /&gt;
 00 1E E8 03 00 00 B0 04 00 00 C0 03 00 00 18 00 00 00 01 00 IN Torpedo			2B&lt;br /&gt;
 00 1F E8 03 00 00 00 00 00 00 20 4E 00 00 18 00 00 00 00 00 Gauss Pistol		2C&lt;br /&gt;
 00 3E E8 03 00 00 00 00 00 00 1A 04 00 00 18 00 00 00 00 00 G.Pistol Clip		2D&lt;br /&gt;
 00 20 E8 03 00 00 00 00 00 00 24 90 00 00 18 00 00 00 00 00 Gauss Rifle			2E&lt;br /&gt;
 00 3F E8 03 00 00 00 00 00 00 9E 07 00 00 18 00 00 00 00 00 G.Rifle clip		2F&lt;br /&gt;
 00 21 E8 03 00 00 00 00 00 00 48 EE 00 00 18 00 00 00 00 00 Gauss Cannon		30&lt;br /&gt;
 00 40 E8 03 00 00 00 00 00 00 94 0C 00 00 18 00 00 00 00 00 G. Cannon clip		31&lt;br /&gt;
 00 22 E8 03 00 00 2C 01 00 00 F0 00 00 00 18 00 00 00 01 00 Magna grenade		32&lt;br /&gt;
 00 23 E8 03 00 00 96 00 00 00 78 00 00 00 18 00 00 00 01 00 Dye grenade			33&lt;br /&gt;
 00 24 E8 03 00 00 F4 01 00 00 90 01 00 00 18 00 00 00 01 00 Particle D grenade		34&lt;br /&gt;
 00 25 E8 03 00 00 DC 05 00 00 B0 04 00 00 18 00 00 00 01 00 Magna-Pak Explosive		35&lt;br /&gt;
 00 26 E8 03 00 00 00 00 00 00 20 B2 00 00 18 00 00 00 00 00 Particle D sensor		36&lt;br /&gt;
 00 27 E8 03 00 00 00 00 00 00 A4 B5 00 00 18 00 00 00 00 00 Medi-kit			37&lt;br /&gt;
 00 28 E8 03 00 00 00 00 00 00 8C F8 02 00 18 00 00 00 00 00 MC-Disruptor		38&lt;br /&gt;
 00 29 E8 03 00 00 EC 04 00 00 B1 03 00 00 18 00 00 00 01 00 Thermal Tazer		39&lt;br /&gt;
 00 2A E8 03 00 00 3C 00 00 00 28 00 00 00 18 00 00 00 01 00 flare			3A&lt;br /&gt;
 00 3C E8 03 00 00 00 00 00 00 88 13 00 00 18 00 00 00 00 00 ??Zrbite??			3B&lt;br /&gt;
 00 31 E8 03 00 00 00 00 00 00 50 9E 02 00 18 00 00 00 00 00 Sonic Cannon		3C&lt;br /&gt;
 00 32 E8 03 00 00 E8 03 00 00 76 25 00 00 18 00 00 00 00 00 S.Cannon clip		3D&lt;br /&gt;
 00 33 E8 03 00 00 E8 03 00 00 24 EE 01 00 18 00 00 00 00 00 Sonic rifle			3E&lt;br /&gt;
 00 34 E8 03 00 00 E8 03 00 00 92 18 00 00 18 00 00 00 00 00 S.rifle clip		3F&lt;br /&gt;
 00 35 E8 03 00 00 E8 03 00 00 20 48 01 00 18 00 00 00 00 00 Sonic Pistol		40&lt;br /&gt;
 00 36 E8 03 00 00 E8 03 00 00 58 11 00 00 18 00 00 00 00 00 S.Pistol clip		41&lt;br /&gt;
 00 37 E8 03 00 00 E8 03 00 00 80 32 02 00 18 00 00 00 00 00 Disruptor Pulse Launcher	42&lt;br /&gt;
 00 38 E8 03 00 00 E8 03 00 00 A8 93 00 00 18 00 00 00 00 00 Disruptor ammo		43&lt;br /&gt;
 00 39 E8 03 00 00 E8 03 00 00 C0 D4 01 00 18 00 00 00 00 00 Thermal Shock Launcher	44&lt;br /&gt;
 00 3A E8 03 00 00 E8 03 00 00 60 3B 00 00 18 00 00 00 00 00 Thermal Shock Ammo		45&lt;br /&gt;
 00 3B E8 03 00 00 E8 03 00 00 02 3A 00 00 18 00 00 00 00 00 Sonic Pulsar		46&lt;br /&gt;
 00 3D E8 03 00 00 E8 03 00 00 80 A3 04 00 18 00 00 00 00 00 M.C.reader			47&lt;br /&gt;
 00 2B E8 03 00 00 E8 03 00 00 DC 05 00 00 18 00 00 00 00 00 Vibro blade			48&lt;br /&gt;
 00 2C E8 03 00 00 E8 03 00 00 08 07 00 00 18 00 00 00 00 00 Thermic Lance		49&lt;br /&gt;
 00 2D E8 03 00 00 E8 03 00 00 D0 07 00 00 18 00 00 00 00 00 Heavy Lance			4A&lt;br /&gt;
 00 41 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4B&lt;br /&gt;
 00 42 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4C&lt;br /&gt;
 00 43 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4D&lt;br /&gt;
 00 44 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4E&lt;br /&gt;
 00 45 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			4F&lt;br /&gt;
 00 46 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			50&lt;br /&gt;
 00 47 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			51&lt;br /&gt;
 00 48 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			52&lt;br /&gt;
 00 49 E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			53&lt;br /&gt;
 00 4A E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			54&lt;br /&gt;
 00 4B E8 03 00 00 E8 03 00 00 20 4E 00 00 20 00 00 00 00 00 corpse			55&lt;br /&gt;
 00 50 E8 03 00 00 E8 03 00 00 90 D0 03 00 30 00 00 00 00 00 Ion-Beam Accelerator	56&lt;br /&gt;
 00 51 E8 03 00 00 E8 03 00 00 80 38 01 00 30 00 00 00 00 00 Magnetic Navigation		57&lt;br /&gt;
 00 52 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 Sub Construction		58&lt;br /&gt;
 00 53 E8 03 00 00 E8 03 00 00 88 13 00 00 30 00 00 00 00 00 Cryogenics			59&lt;br /&gt;
 00 54 E8 03 00 00 E8 03 00 00 40 9C 00 00 30 00 00 00 00 00 cloning			5A&lt;br /&gt;
 00 55 E8 03 00 00 E8 03 00 00 20 4E 00 00 30 00 00 00 00 00 learning arrays		5B&lt;br /&gt;
 00 56 E8 03 00 00 E8 03 00 00 70 94 00 00 30 00 00 00 00 00 Implanter			5C&lt;br /&gt;
 00 57 E8 03 00 00 E8 03 00 00 28 23 00 00 30 00 00 00 00 00 Examination Room		5D&lt;br /&gt;
 00 58 E8 03 00 00 E8 03 00 00 64 19 00 00 30 00 00 00 00 00 Aqua Plastics		5E&lt;br /&gt;
 00 59 E8 03 00 00 E8 03 00 00 64 00 00 00 30 00 00 00 00 00 Re-Animation zone		5F&lt;br /&gt;
 00 5A E8 03 00 00 E8 03 00 00 F0 D2 00 00 20 00 00 00 00 00 Plastic Armor		60&lt;br /&gt;
 00 5B E8 03 00 00 E8 03 00 00 08 4C 01 00 20 00 00 00 00 00 Ion Armor			61&lt;br /&gt;
 00 5C E8 03 00 00 E8 03 00 00 38 C1 01 00 20 00 00 00 00 00 Mag. Ion Armor		62&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=71516</id>
		<title>Game Files</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=71516"/>
		<updated>2016-03-21T13:43:31Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Geoscape Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not-for-profit, just-for-fun reverse engineering.&lt;br /&gt;
&lt;br /&gt;
* General note re: [[HackerTools|Hex editing game files]]&lt;br /&gt;
:&amp;lt;small&amp;gt;Contains a quick introduction to using a most unlikely program to edit your game files, and suggestions on other editors out there.&amp;lt;/small&amp;gt;&lt;br /&gt;
* A primer for the [[Command Prompt]] (aka the command console). &lt;br /&gt;
:&amp;lt;small&amp;gt;Information on how to manage directories, files, plus other neat tricks that can be done through the command console that should not be forgotten in today&#039;s era of point and click madness.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss] and [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml DaiShiva] (see [http://www.daishiva.com/programs/XCFormat.html file formats]) also have notes on a number of XCOM&#039;s file formats not yet detailed on this wiki.&lt;br /&gt;
&lt;br /&gt;
= General File Information = &lt;br /&gt;
== Program Files ==&lt;br /&gt;
&lt;br /&gt;
These are program files and static data files that are not part of the saved game files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape data. Includes localization strings, [[OBDATA.DAT]] for objects like weapons, [[WORLD.DAT]] for globe terrain.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Graphics for [[UFOpaedia]] and research screen backgrounds.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAPS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-generated Battlescape terrain blocks (.MAP). These are filled in with terrain tiles. A few dozen blocks make up a battlescape.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Saved_Game_Files#Missdat_Files|MISSDAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the data from the previous mission. (Can be [[ExploitsA#Score_Points_For_Free|exploited]]).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Alien route maps (.RMP) for moving around the pre-generated Battlescape terrain blocks.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOUND]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1990-era sound drivers, or MIDI files for Windows version.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERRAIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphic tiles for buildings, ships, and terrain (.MCD, .PCK, and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFO2EXE\[[TACTICAL.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Battlescape&amp;quot; program in DOS-release of UFO.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\[[GEOSCAPE.EXE]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;UFOEXE\BLACK.EXE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The black screen UFO.BAT puts up when swapping between the above two programs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOGRAPH]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Misc graphics (.PCK) for soldier equipment screens, smoke, motion detector blobs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UFOINTRO]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the introduction movie (.FLI) and the endgame pictures (.LBM).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITS]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape graphics for soldiers, aliens, and the pixelated guns they hold. (.PCK and .TAB).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geoscape Files == &lt;br /&gt;
These are savegame files used by the [[Geoscape]] portion of the game. This can be considered a &#039;standard&#039; save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ACTS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information which acts with which priority in respective zones aliens are going to try.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[AKNOW.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ALIEN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains Alien activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ASTORE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has the info on aliens in [[Alien Containment]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BASE.DAT]]&amp;amp;nbsp;[[BASE.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all of the [[X-COM Bases|base]] layout and contents information, radar scanning abilities and other base information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BPROD.DAT]]&amp;amp;nbsp;[[BPROD.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of [[Equipment (EU)|equipment]] being [[manufacturing|produced]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[CRAFT.DAT]]&amp;amp;nbsp;[[CRAFT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has all the [[craft]] info, [[Craft Weapons|weapons]], fuel, damage and items onboard. Also stores UFO information, although information is handled differently from friendly aircraft.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DIPLOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Diplomacy info, and current and historical [[Country Funding]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[DUM.BIN]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dummy file for keeping directory structure. Not used.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FACIL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on [[Base Facilities]] you can build.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[IGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Date and time.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on interception windows&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LEASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money! Also financial graph information.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOC.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Location of bases on the planet as well as other things like ships, waypoints and missions. Basically anything that is an icon on the Geoscape world view.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISSIONS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains counters and race info on the ongoing alien acts.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PRODUCT.DAT]]&amp;amp;nbsp;[[PRODUCT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on things you can produce.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PROJECT.DAT]]&amp;amp;nbsp;[[PROJECT.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;These are things you are [[research]]ing.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PURCHASE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Info on stuff you can buy.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[RESEARCH.DAT]]&amp;amp;nbsp;[[RESEARCH.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Completed research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; RESEARCH.DAT_(TFTD)&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SAVEINFO.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Name of the saved game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SITE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;List of recent Terror Sites.  (May be TFTD-only.)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOLDIER.DAT]]&amp;amp;nbsp;[[SOLDIER.DAT (TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Data about the [[soldiers]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TRANSFER.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Personnel and equipment being transferred.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UIGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Holds the next numbers for [[UFOs]], Terror Sites, [[Interceptor]]s, etc. Also contains monthly scores for research.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[UFOpaedia]] info.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XBASES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Schedules [[Base Defence|attacks on X-COM bases]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[XCOM.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains X-Com activity in Countries and areas, for graphs.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ZONAL.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Information on which zones and with what priority aliens are going to attack.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(28 files. Note that if you find a geoscape save with additional files, this simply means a battlescape save was made in that slot at some prior point. UFO does not remove unused save files).&lt;br /&gt;
&lt;br /&gt;
== Battlescape Files ==&lt;br /&gt;
These are savegame files created and used by the tactical portion of the game. They are only created if the game is saved while in the battlescape. [[Battlescape]] saves also contain all the files used in a standard save. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Describes ambient light on map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GEODATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details the map type and overall map structure.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores tile information for the whole map. Basically all static structures, such as trees, walls, floors and furniture.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[MISDATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains information on craft in use and which alien artefacts are available for use in combat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores all the objects that your soldiers can pick up (guns, corpses, etc).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ROUTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores nodes for soldier and alien spawn points, also acts as waypoints for AI pathfinding.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SEEMAP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fog of war overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKBIT.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMOKREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smoke particles and fire patches on the map.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SOURCEMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for mobile light sources (i.e. your soldiers).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[TERMP.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Light source overlays for ambient (or fixed) lighting.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITPOS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Controls ownership, visibility, whether the unit is under temporary mind control, etc. Works hand in hand with [[UNITREF.DAT]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt; &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[UNITREF.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contains the primary stats for all units in combat. X-Com owned soldiers in this file are &#039;&#039;virtual&#039;&#039; copies of the soldiers in soldier.dat. Works very closely with unitpos.dat.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WGLOB.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map global information such as map dimensions and the number of turns that have elapsed.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(14 unique files, plus all 28 standard save files, totaling 42).&lt;br /&gt;
&lt;br /&gt;
== Missdat Files ==&lt;br /&gt;
These temporary files are used at run time, when a battlescape game is in progress. The missdat folder also contains all the files needed to create a standard Geoscape save for the game in progress.&lt;br /&gt;
&lt;br /&gt;
When the tactical game engine starts, it first checks [[SAVEINFO.DAT]] to see if this is a new battle, or if you&#039;re loading a battlescape save game. In the case of the former, it generates a new map, based off these files:&lt;br /&gt;
*[[GEODATA.DAT]]&lt;br /&gt;
*[[MISSION.DAT]]&lt;br /&gt;
*[[OBPOSREF.DAT]]&lt;br /&gt;
*[[UNIPOS.DAT]]&lt;br /&gt;
*[[UNIREF.DAT]]&lt;br /&gt;
&lt;br /&gt;
If you load a game, the tactical engine loads from the save slot directly, as according to [[DIRECT.DAT]] (which details the path to the slot in concern).&lt;br /&gt;
&lt;br /&gt;
When combat ends, these files are created:&lt;br /&gt;
*[[CODE.DAT]]&lt;br /&gt;
*[[MISSION2.DAT]]&lt;br /&gt;
*[[OBPOS2.DAT]]&lt;br /&gt;
*[[OPTION.DAT]]&lt;br /&gt;
*[[UNIREF2.DAT]]&lt;br /&gt;
*[[UNITPOS.DAT_(MISSDAT)|UNITPOS.DAT]]&lt;br /&gt;
&lt;br /&gt;
(12 unique files, plus 27 standard save files (does not use dum.bin), totaling 39).&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=File Format information=&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
&lt;br /&gt;
A list of specific image formats used by EU/TFTD. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Extension&amp;lt;/th&amp;gt;&amp;lt;th&lt;br /&gt;
{{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#PCK|PCK]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A run-length-encoded image format for storing one or more images with a dimension of 32x40 pixels. Used for sprites, tiles and inventory images. Usually accompanied by a TAB file, serving as an index to the image archive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#SCR &amp;amp; DAT|SCR &amp;amp; DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stores uncompressed image data for the full screen backgrounds and the inventory screen icons.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#SPK|SPK]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Paper doll and UFOpedia images, among other full screen pictures.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image Formats#BDY|BDY]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Often used by TFTD in place of SPK.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Did You Know?=&lt;br /&gt;
* If your game crashes and you are returned to previous mission, the game is actually referring to the battlescape information in the MISSDAT directory. Also, if a tactical mission is abnormally aborted, the results are obtained from the MISSDAT folder as well. Because the game was not able to update the files that hold the results of the last mission, your current game will be updated with information from the &#039;&#039;previous&#039;&#039; mission that was able to end normally. Abnormal program termination simply means that the tactical game engine crashed or was forced to crash by the user. This [[ExploitsA#Score_Points_For_Free|can be abused]].&lt;br /&gt;
&lt;br /&gt;
* Other exploits with gamefiles can be found [[ExploitsF|here]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Game editors]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=71513</id>
		<title>GEODATA</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=71513"/>
		<updated>2016-03-19T08:54:39Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;50%&amp;quot; {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BACKPALS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palettes used by some [[BACK01.SCR-BACK17.SCR|background images]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BIGLETS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Large text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[COS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated cosine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH.DAT]]&amp;amp;nbsp;[[ENGLISH.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH2.DAT]]&amp;amp;nbsp;[[ENGLISH2.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTERWIN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept screen and control panel.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;French Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;German Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOFTEMPS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-D Info on Map Objects&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBDATA.DAT]]&amp;amp;nbsp;[[OBDATA.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Object data.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PALETTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Color information used in the game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SCANG.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map graphics.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SINE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated sine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMALLSET.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Normal text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WORLD.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Global terrain/depth divisions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=71512</id>
		<title>GEODATA</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=71512"/>
		<updated>2016-03-19T08:53:09Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;50%&amp;quot; {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BACKPALS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palettes used by some [[BACK01.SCR-BACK17.SCR|background images]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BIGLETS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Large text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[COS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated cosine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH.DAT]]&amp;amp;nbsp;[[ENGLISH.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTERWIN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept screen and control panel.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;French Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;German Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOFTEMPS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-D Info on Map Objects&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBDATA.DAT]]&amp;amp;nbsp;[[OBDATA.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Object data.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PALETTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Color information used in the game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SCANG.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map graphics.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SINE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated sine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMALLSET.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Normal text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WORLD.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Global terrain/depth divisions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios&amp;diff=71502</id>
		<title>Talk:Alien Appearance Ratios</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios&amp;diff=71502"/>
		<updated>2016-03-18T13:35:09Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Snakemen in Jan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don&#039;t Alien Retaliations depend on who you shot down. So in August if you shoot down lots of Snakemen Ships they will retaliate not the Ethereals who have 40% chance to be the race on the Retalation?&lt;br /&gt;
&lt;br /&gt;
: Retaliations are done in two ways. The aliens can be generated to appear on retaliation scouting missions, with the race determined by the probabilities in these tables. This means any race can start scouting for X-Com bases to attack even if you haven&#039;t shot down any UFOs of that particular race. They still have to find your base to attack it though. &lt;br /&gt;
&lt;br /&gt;
: The other method is the instant base attack. Every time you shoot down a UFO, the game has a 2% chance to instantly retaliate against the interceptor&#039;s home base and will send a battleship straight to the base without having to scout for it. In this scenario, the race is determined by the crew of the UFO you shot down.&lt;br /&gt;
&lt;br /&gt;
: I think it was determined that researching the Martian Solution (or was it Cydonia or Bust?) may generate a base attack as well. -[[User:NKF|NKF]] 17:21, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I have never seen either of those ways in the Collector&#039;s Edition.  The only way that works in the Collectors Edition (verified by examining MISSIONS.DAT) is to shoot down a UFO, which has a difficulty-level dependent probability of immediately generating a Retaliation scouting mission of the same race as the one you shot down.&lt;br /&gt;
&lt;br /&gt;
:: Note that since DOS does not do an awesome job of default-initializing its files, that garbage data in XBASES.DAT can do strange things.  For the Collector&#039;s Edition, correctly tweaking that file will convert the next mission by that race into a base attack, and cause the scheduled mission to be rescheduled for later. -[[User:Zaimoni|Zaimoni]] 17:21, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think the 2% probability I mentioned is part of what you&#039;re referring to. Having it adjusted by difficulty would make sense, as 2% on its own seems a bit low for superhuman. But now that I think about it, I might be getting confused with the terror mission mechanics. I&#039;ll have to run a practical test and check this out manually. Should be easy enough by setting all the races to one type and all the retaliation rows to some other race. -[[User:NKF|NKF]] 03:31, 20 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The retaliation rows aren&#039;t used. At all. -[[User:NKF|NKF]] 05:15, 20 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Ran a few more tests just in case, and still nothing. So if it&#039;s unused data, why were they set in TFTD&#039;s rows as well? [[User:NKF|NKF]] 05:20, 21 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Shouldn&#039;t we add this to the bullet points at the End? -[[User:Ditto51|Ditto51]] 19:20, 22 June 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:So, to clarify, are Alien Retaliation missions always the same race as the craft that was downed? If not, what does determine their race if it&#039;s not these tables? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:42, 8 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
On another note, when an Iflitration mission is complete a base almost immediatly spawns in or around the Area of the contry being inflitrated, it is of the same race as the inflitration aliens so won&#039;t the Alien Base and the Alien Infiltration missions can have the same probably, just without the mission of an Alien Base. Meaning that Alien Base can still spawn even without the presensce of an Alien Base Missions, so it is just as common to have Muton Base as Etherial bases.&lt;br /&gt;
&lt;br /&gt;
Just Saying we may need to add this to the Bullet points at the bottom. -[[User:Ditto51|Ditto51]] 19:20, 22 June 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s one of the possible outcomes of an infiltration mission. The probabilities here are more for the generation of the &#039;alien base&#039; teams that look for the base site that eventually lead up to the base creation. Certainly this can be clarified in the notes. -[[User:NKF|NKF]] 19:27, 22 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Snakemen in Jan==&lt;br /&gt;
Is it really true the Snakemen can do a Harvest mission in January 1999, or is that a typo? It&#039;s not a mission they normally do. --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:24, 3 July 2014 (EDT)&lt;br /&gt;
: Yes it is possible, I&#039;m pretty sure the numbers were pulled from the game&#039;s coding so they would all be right. Its probably just so rare to the point that it doesn&#039;t happen. Or it does and you just don&#039;t detect the ships because bad luck or different continent.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 13:34, 12 August 2014 (EDT)&lt;br /&gt;
All rows except Alien Research and Alien Terror are unused in January, since the non-terror mission for that month is hardcoded to be an Alien Research mission in the area containing X-Com&#039;s first base. So it seems there is a 10% chance of encountering Snakemen in the first month, but a Snakeman Harvest is impossible in the unmodded game. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:42, 8 May 2015 (EDT)&lt;br /&gt;
:However, now that I think about it, it&#039;s also possible the Alien Research mission is locked to Sectoids. I know I&#039;ve seen both Sectoid and Floater Alien Terror missions in the first month, but I don&#039;t seem to recall getting Floater Alien Research, and I&#039;ve never seen Snakemen in the first month. Anybody remember getting a non-Sectoid Research mission in the first month? Or has anyone done a code dig? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:56, 16 March 2016 (UTC)&lt;br /&gt;
Looking at the code for CE: The first research mission is hard set to be sectoids.  The first terror mission of the game has a 30% chance to be sectoid, 70% chance to be floater.  -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 13:34, 18 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios&amp;diff=71501</id>
		<title>Talk:Alien Appearance Ratios</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Appearance_Ratios&amp;diff=71501"/>
		<updated>2016-03-18T13:34:17Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Snakemen in Jan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don&#039;t Alien Retaliations depend on who you shot down. So in August if you shoot down lots of Snakemen Ships they will retaliate not the Ethereals who have 40% chance to be the race on the Retalation?&lt;br /&gt;
&lt;br /&gt;
: Retaliations are done in two ways. The aliens can be generated to appear on retaliation scouting missions, with the race determined by the probabilities in these tables. This means any race can start scouting for X-Com bases to attack even if you haven&#039;t shot down any UFOs of that particular race. They still have to find your base to attack it though. &lt;br /&gt;
&lt;br /&gt;
: The other method is the instant base attack. Every time you shoot down a UFO, the game has a 2% chance to instantly retaliate against the interceptor&#039;s home base and will send a battleship straight to the base without having to scout for it. In this scenario, the race is determined by the crew of the UFO you shot down.&lt;br /&gt;
&lt;br /&gt;
: I think it was determined that researching the Martian Solution (or was it Cydonia or Bust?) may generate a base attack as well. -[[User:NKF|NKF]] 17:21, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I have never seen either of those ways in the Collector&#039;s Edition.  The only way that works in the Collectors Edition (verified by examining MISSIONS.DAT) is to shoot down a UFO, which has a difficulty-level dependent probability of immediately generating a Retaliation scouting mission of the same race as the one you shot down.&lt;br /&gt;
&lt;br /&gt;
:: Note that since DOS does not do an awesome job of default-initializing its files, that garbage data in XBASES.DAT can do strange things.  For the Collector&#039;s Edition, correctly tweaking that file will convert the next mission by that race into a base attack, and cause the scheduled mission to be rescheduled for later. -[[User:Zaimoni|Zaimoni]] 17:21, 19 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think the 2% probability I mentioned is part of what you&#039;re referring to. Having it adjusted by difficulty would make sense, as 2% on its own seems a bit low for superhuman. But now that I think about it, I might be getting confused with the terror mission mechanics. I&#039;ll have to run a practical test and check this out manually. Should be easy enough by setting all the races to one type and all the retaliation rows to some other race. -[[User:NKF|NKF]] 03:31, 20 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::The retaliation rows aren&#039;t used. At all. -[[User:NKF|NKF]] 05:15, 20 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Ran a few more tests just in case, and still nothing. So if it&#039;s unused data, why were they set in TFTD&#039;s rows as well? [[User:NKF|NKF]] 05:20, 21 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Shouldn&#039;t we add this to the bullet points at the End? -[[User:Ditto51|Ditto51]] 19:20, 22 June 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
:So, to clarify, are Alien Retaliation missions always the same race as the craft that was downed? If not, what does determine their race if it&#039;s not these tables? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:42, 8 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
On another note, when an Iflitration mission is complete a base almost immediatly spawns in or around the Area of the contry being inflitrated, it is of the same race as the inflitration aliens so won&#039;t the Alien Base and the Alien Infiltration missions can have the same probably, just without the mission of an Alien Base. Meaning that Alien Base can still spawn even without the presensce of an Alien Base Missions, so it is just as common to have Muton Base as Etherial bases.&lt;br /&gt;
&lt;br /&gt;
Just Saying we may need to add this to the Bullet points at the bottom. -[[User:Ditto51|Ditto51]] 19:20, 22 June 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
: That&#039;s one of the possible outcomes of an infiltration mission. The probabilities here are more for the generation of the &#039;alien base&#039; teams that look for the base site that eventually lead up to the base creation. Certainly this can be clarified in the notes. -[[User:NKF|NKF]] 19:27, 22 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Snakemen in Jan==&lt;br /&gt;
Is it really true the Snakemen can do a Harvest mission in January 1999, or is that a typo? It&#039;s not a mission they normally do. --[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:24, 3 July 2014 (EDT)&lt;br /&gt;
: Yes it is possible, I&#039;m pretty sure the numbers were pulled from the game&#039;s coding so they would all be right. Its probably just so rare to the point that it doesn&#039;t happen. Or it does and you just don&#039;t detect the ships because bad luck or different continent.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 13:34, 12 August 2014 (EDT)&lt;br /&gt;
All rows except Alien Research and Alien Terror are unused in January, since the non-terror mission for that month is hardcoded to be an Alien Research mission in the area containing X-Com&#039;s first base. So it seems there is a 10% chance of encountering Snakemen in the first month, but a Snakeman Harvest is impossible in the unmodded game. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:42, 8 May 2015 (EDT)&lt;br /&gt;
:However, now that I think about it, it&#039;s also possible the Alien Research mission is locked to Sectoids. I know I&#039;ve seen both Sectoid and Floater Alien Terror missions in the first month, but I don&#039;t seem to recall getting Floater Alien Research, and I&#039;ve never seen Snakemen in the first month. Anybody remember getting a non-Sectoid Research mission in the first month? Or has anyone done a code dig? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:56, 16 March 2016 (UTC)&lt;br /&gt;
The first research mission is hard set to be sectoids.  The first terror mission of the game has a 30% chance to be sectoid, 70% chance to be floater.  -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 13:34, 18 March 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71500</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71500"/>
		<updated>2016-03-18T07:03:18Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Interception Crash&lt;br /&gt;
TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash. &lt;br /&gt;
Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If this happens again, please include any error message as well.&#039;&#039; -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:37, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Latest issue of TFTD full, with the 7.2 patch&lt;br /&gt;
I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon. &lt;br /&gt;
:&#039;&#039;This sounds like the strangeness that using the &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039; mod can introduce.  Try playing the game without that mod enabled for a while.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 01:45, 3 June 2015 (EDT)&lt;br /&gt;
I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
TFTD needs the &amp;quot;collect ammo&amp;quot; feature that is used in UFO. &lt;br /&gt;
:&#039;&#039;TFTD does have the collect ammo feature but it seems it needs more work.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:23, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;To my knowledge, this has always been the case even with UFO Extender.  The first &#039;blank&#039; window is the loader which spawns the second &#039;game&#039; window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
:: Well, UFOextender never did that for me, only TFTDextender. Maybe it&#039;s due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;It&#039;s doesn&#039;t happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don&#039;t seem to allow the extender shell window to close.  I&#039;ve tried a few things but either they have no effect or they lock the game as it boots up.  Since it is a cosmetic issue and doesn&#039;t impact the gameplay, I&#039;m not too concerned with it for now.&#039;&#039;&amp;lt;/s&amp;gt;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixed in version 1.07.3&#039;&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
:&#039;&#039;Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&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; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &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; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;br /&gt;
&lt;br /&gt;
:I suppose so long as it isn&#039;t so deep as it requires a Leviathan (which does require a commander), it shouldn&#039;t be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I&#039;ve never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn&#039;t offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --[[User:StormhawkAPS|StormhawkAPS]] 09:07, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That&#039;s not a problem: Any transport, other than the Triton, can go very deep.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
==D3D Window Position==&lt;br /&gt;
&lt;br /&gt;
This option in the INI has what I can only describe as &#039;schizophrenic&#039; behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.&lt;br /&gt;
&lt;br /&gt;
Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --[[User:StormhawkAPS|StormhawkAPS]] 16:29, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anyone wants to help update the entries, they can.  Please, keep the information on the main page descriptive and save personal opinions for the discussion page.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71499</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71499"/>
		<updated>2016-03-18T06:58:30Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Interception Crash&lt;br /&gt;
TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash. &lt;br /&gt;
Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If this happens again, please include any error message as well.&#039;&#039; -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:37, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Latest issue of TFTD full, with the 7.2 patch&lt;br /&gt;
I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon. &lt;br /&gt;
:&#039;&#039;This sounds like the strangeness that using the &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039; mod can introduce.  Try playing the game without that mod enabled for a while.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 01:45, 3 June 2015 (EDT)&lt;br /&gt;
I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
TFTD needs the &amp;quot;collect ammo&amp;quot; feature that is used in UFO. &lt;br /&gt;
:&#039;&#039;TFTD does have the collect ammo feature but it seems it needs more work.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:23, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&#039;&#039;To my knowledge, this has always been the case even with UFO Extender.  The first &#039;blank&#039; window is the loader which spawns the second &#039;game&#039; window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.&#039;&#039;&lt;br /&gt;
:: Well, UFOextender never did that for me, only TFTDextender. Maybe it&#039;s due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)&lt;br /&gt;
&#039;&#039;It&#039;s doesn&#039;t happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don&#039;t seem to allow the extender shell window to close.  I&#039;ve tried a few things but either they have no effect or they lock the game as it boots up.  Since it is a cosmetic issue and doesn&#039;t impact the gameplay, I&#039;m not too concerned with it for now.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the reason for the second window and have changed the code to prevent the second window from closing.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
:&#039;&#039;Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&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; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &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; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;br /&gt;
&lt;br /&gt;
:I suppose so long as it isn&#039;t so deep as it requires a Leviathan (which does require a commander), it shouldn&#039;t be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I&#039;ve never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn&#039;t offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --[[User:StormhawkAPS|StormhawkAPS]] 09:07, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That&#039;s not a problem: Any transport, other than the Triton, can go very deep.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
==D3D Window Position==&lt;br /&gt;
&lt;br /&gt;
This option in the INI has what I can only describe as &#039;schizophrenic&#039; behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.&lt;br /&gt;
&lt;br /&gt;
Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --[[User:StormhawkAPS|StormhawkAPS]] 16:29, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anyone wants to help update the entries, they can.  Please, keep the information on the main page descriptive and save personal opinions for the discussion page.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71498</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71498"/>
		<updated>2016-03-18T06:58:13Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Minor Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Interception Crash&lt;br /&gt;
TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash. &lt;br /&gt;
Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If this happens again, please include any error message as well.&#039;&#039; -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:37, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Latest issue of TFTD full, with the 7.2 patch&lt;br /&gt;
I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon. &lt;br /&gt;
:&#039;&#039;This sounds like the strangeness that using the &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039; mod can introduce.  Try playing the game without that mod enabled for a while.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 01:45, 3 June 2015 (EDT)&lt;br /&gt;
I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
TFTD needs the &amp;quot;collect ammo&amp;quot; feature that is used in UFO. &lt;br /&gt;
:&#039;&#039;TFTD does have the collect ammo feature but it seems it needs more work.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:23, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&#039;&#039;To my knowledge, this has always been the case even with UFO Extender.  The first &#039;blank&#039; window is the loader which spawns the second &#039;game&#039; window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.&#039;&#039;&lt;br /&gt;
:: Well, UFOextender never did that for me, only TFTDextender. Maybe it&#039;s due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)&lt;br /&gt;
&#039;&#039;It&#039;s doesn&#039;t happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don&#039;t seem to allow the extender shell window to close.  I&#039;ve tried a few things but either they have no effect or they lock the game as it boots up.  Since it is a cosmetic issue and doesn&#039;t impact the gameplay, I&#039;m not too concerned with it for now.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&#039;&#039;I found the reason for the second window and have changed the code to prevent the second window from closing.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
:&#039;&#039;Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&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; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &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; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;br /&gt;
&lt;br /&gt;
:I suppose so long as it isn&#039;t so deep as it requires a Leviathan (which does require a commander), it shouldn&#039;t be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I&#039;ve never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn&#039;t offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --[[User:StormhawkAPS|StormhawkAPS]] 09:07, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That&#039;s not a problem: Any transport, other than the Triton, can go very deep.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
==D3D Window Position==&lt;br /&gt;
&lt;br /&gt;
This option in the INI has what I can only describe as &#039;schizophrenic&#039; behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.&lt;br /&gt;
&lt;br /&gt;
Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --[[User:StormhawkAPS|StormhawkAPS]] 16:29, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anyone wants to help update the entries, they can.  Please, keep the information on the main page descriptive and save personal opinions for the discussion page.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=71429</id>
		<title>Talk:GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:GEOSCAPE.EXE&amp;diff=71429"/>
		<updated>2016-02-27T05:55:25Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* HWP weapons data */  added TFTD info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= X-COM Complete Packages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This entry is only a stub for the moment. We grognards on the wiki ask anyone who has bought one of the new packages to tell us things like:&lt;br /&gt;
#Who did you get it from - GamersGate, Steam, or elsewhere? (If it is found that they&#039;re both selling the exact same package, we&#039;ll say so here.)&lt;br /&gt;
#What version of X-COM UFO Defense is included? Probably the Win CE version (below), yes?&lt;br /&gt;
#Any trouble installing, or other considerations to keep in mind?&lt;br /&gt;
#Any problems versus what you expect from X-COM? (if you played it before, or have been reading this wiki, or whatever)&lt;br /&gt;
Et cetera. This info is intended to help those who might buy the packages in the future, and is also intended to tell us old hands what&#039;s in the package.&lt;br /&gt;
&lt;br /&gt;
Once we get 3-5 mini-reviews, we&#039;ll remove these italicized comments, and collapse reviews into a more &amp;quot;wiki-like&amp;quot; overview. (We&#039;ll include a link to the time/version when you posted individual reviews.) So, newcomers who bought the Complete Package, please make a new &amp;quot;Review #(next #)&amp;quot; section below, with a summary review. And see the new [[Talk:GEOSCAPE.EXE#New Bundles]] section for more in-depth Q&amp;amp;A and comments.&lt;br /&gt;
&lt;br /&gt;
If any of you have the ability to make comments on Steam or GamersGate that are tacked onto the new X-COM bundles, please post a comment letting people know about this wiki. &#039;&#039;&#039;www.UFOpaedia.org&#039;&#039;&#039;, loud and proud.&amp;lt;/i&amp;gt; It&#039;s 1999. We&#039;re here to save Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks, and welcome!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;wfames, elliotw2, or other new Complete Package folks&amp;lt;/u&amp;gt; - please put your comments under a heading like the one below - thanks!&#039;&#039;&#039; -[[User:MikeTheRed|MikeTheRed]] 03:51, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
==Review #1 by wfames==&lt;br /&gt;
&lt;br /&gt;
Everything seems fine except for psionics.  Soldiers in both original X-Com and TFTD do not seem to gain any Psi Skill for either successful or unsuccessful mind control attempts.  MC also never seems to work more than once in any given battle.  Makes psionics practically useless.  It&#039;s still a great game, even with that frustration, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #2 by Draco Cracona==&lt;br /&gt;
&lt;br /&gt;
Had MC in TFTD work multiple times in one battle with the steam version and seemed like MC-Str was going up faster with those using it (can check tomorrow night) - they definately got some TUs from just MCing; will try to check out some of the TFTD research bugs soon, although the magnetic navigation is available as soon as ion armour is done iirc, although I do remember needing a lobsterman nav for something, I didn&#039;t spend much time going from ion to magnetic ion and I saw no Tasoth Commanders. Seems like UFO still has the very annoying difficulty bug; will try it with Xcomutil soon and see if theres a difference. Not played apocalypse yet. Tried many times with decent MC-skill to MC terror units; never managed it - no idea if this happens in the original too though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #3 by Muton commander==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had the Steam version package for a while, but I&#039;ve mostly played Apoc or UFO Defense, not TFTD. In Apoc, I&#039;ve yet to see anything wrong with it so far, and in UFO Defense, It appears to be the original DOS version, as the Blaster Launcher can fire normally, with no Up Waypoint Bug (accidently tested to my dismay and the death of half of my squad). I&#039;m going to go test TFTD more, as it is really what needs or seems to need to most attention on the Wiki.&lt;br /&gt;
&lt;br /&gt;
==Review #4 by Diegoba==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just downloaded the package from Direct2Disk.&lt;br /&gt;
* Ufo Defense. Version 1.2 running under DOSBox. The installer takes care of all configuration and creates an icon for the game. I noticed some changes in the sounds. The intro seems to have been modified to include sounds from the game (weapons fire, doors opening). Sectoids don&#039;t make the high-pitched scream when killed, they sound more like Mutons. Maybe V1.2 is like this and I&#039;ve never played it before? More on this as I keep playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Review #5 by niffiwan==&lt;br /&gt;
&lt;br /&gt;
I purchased the complete package from GamersGate.  As Diegoba said above, the installer took care of everything.  The &amp;quot;default&amp;quot; version (i.e. the one that the created icon launches) seems to be DOS 1.4 (running inside Dosbox 0.72) which doesn&#039;t seem to match with what elliotw2 found.  I say 1.4 because the filesize of geoscape.exe is 382,957 bytes.  The readme.txt included in the base XCOM dir says version 1.2?&lt;br /&gt;
&lt;br /&gt;
Anyway, they have also included the Win CE version as they have the following two executables as well, &#039;UFO Defense.exe&#039; and &#039;UFO Defense_Patched.exe&#039;.  The 1st doesn&#039;t seem to work properly on my PC with the intro &amp;amp; menu graphics being garbled but the 2nd seems to work OK (but I haven&#039;t tested further than checking that the &#039;load game&#039; window displays correctly).&lt;br /&gt;
&lt;br /&gt;
&#039;UFO Defense_Patched.exe&#039; is 6,144 bytes &amp;amp; I&#039;d guess that it&#039;s just some sort of wrapper for &#039;UFO Defense.exe&#039;.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve played a fair bit of the way through a &amp;quot;superhuman&amp;quot; game (which given the version I&#039;ve now found is really &amp;quot;beginner&amp;quot;) and it all seems to work as expected.  No hassles with the install or configuration.  Everything seems to match what the wiki says.  Unlike wfames the Psi skill seems to be increasing normally for the soldiers in my game.  --[[User:Niffiwan|Niffiwan]] 06:06, 15 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
===Note on x_patched.exe===&lt;br /&gt;
&lt;br /&gt;
The patched EXE found in many of the packages is f0ders XCLoader.exe. This is a wrapper that patches in memory the way the games interact with Direct X. This resolves corrupt graphics.  --[[User:BladeFireLight|BladeFireLight]] 18:05, 15 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Review #6 by ciago==&lt;br /&gt;
&lt;br /&gt;
Bought the game from Gamestop Now. It installed using DOSBox v.72 and works great. Seem slightly more difficult than I expected, but I&#039;m sure that&#039;s just newbie inexperience. However, it installed the game under 2K Games/X-COM UFO Defense and I cannot find a way to get the XCOMHack at http://www.stonepool.com/xcom/ to work. It tells me to find the save game directory but no matter where I select it won&#039;t accept it. If anyone knows how to fix this, let me know. If you don&#039;t need to mess with the save games, Gamestop Now works great! [[User:Ciago92|Ciago92]] 18:16, 4 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:XcomHack is an old application that probably does not understand long path names, including path names with spaces in them. Try installing and running XcomHack in the actual XCOM directory, then you can specify the path to save game files as &#039;&#039;&#039;.\GAME_1&#039;&#039;&#039; etc (don&#039;t forget the initial dot). If that fails, copy the save game directory you want to work on to C:\TEMP\game_1 (etc) and then copy it back. Or use XcomUtil, which does most of the same things (not all), and more. Enjoy! [[User:Spike|Spike]] 20:16, 4 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If it will only let you browse for the directory, you may be in trouble. Otherwise, try what Spike says. Another trick is that long file and directory names also have hidden short names... &amp;quot;C:\Documents and Settings&amp;quot; is also &amp;quot;C:\DOCUME~1&amp;quot;. You can see them in a DOS command box (/Start /Run COMMAND[Enter], then type &amp;quot;DIR /X&amp;quot;). You can see where the savegames are, right? -[[User:MikeTheRed|MikeTheRed]] 23:21, 4 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just remembered something: Some bitmaps are stored in the executable. I think one such bitmap belongs to the Geoscape side bar. If the offsets for this can be located in the executable, you should be able to sign it off as an irrelevant section if you&#039;re hunting for particular variables in the executable. &lt;br /&gt;
&lt;br /&gt;
But that&#039;s the hard part. Where do you look? And what image width are we looking at? &lt;br /&gt;
&lt;br /&gt;
I once tried creating a program that took in an offset number, a line width number and how many bytes you want displayed from then on as the parameters. It would then open up one of the executables and draw the bytes on the screen as a bitmap of sorts. Kind of never got off the ground - I got distracted and now a year has passed and all my programming knowledge has gone into a vegetative state. I wonder if a program like this would be useful in locating tables or images in the file? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Geoscape side bar? Isn&#039;t that in [[GEOBORD.SCR]]?&lt;br /&gt;
&lt;br /&gt;
Regardless, something to mask out known offsets in the file would certainly come in handy.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 22:41, 21 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Offsets ==&lt;br /&gt;
&lt;br /&gt;
This page is going to get rather long if we explain in detail all of the offsets here. I don&#039;t know if we should merge the Alien stats to the [[Alien Stats]] page or make a new page for it?&lt;br /&gt;
&lt;br /&gt;
Also technically the Weapon stats are stored in Tactical so probably should be put on that page.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve found some other offsets and if I keep digging I&#039;m sure I&#039;ll find more. See my talk page for a mock-up of what I&#039;m thinking for the format. [[User:Pi Masta|Pi Masta]] 15:21, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Well, in terms of length, it is (or is going to be) much like other game files: lots and lots of offsets, and their descriptions.  It&#039;s not a page a casual player is going to reference.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:56, 12 March 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Added the Detection Range offsets that Seb76 found. By the way fwiw my view is that only technically minded people will be looking at the wiki entry for a game save file so it&#039;s ok to fill this page with a lot of offsets. [[User:Spike|Spike]] 16:13, 9 March 2008 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Well then, if you don&#039;t mind about huge posts, I guess it is a good place to put some stuff I discovered with static dissassembly of the executable [before my hard drive burns down ;)], some info may already be known (gold edition, sorry about the crude format...):&lt;br /&gt;
&lt;br /&gt;
===Damage modifiers===&lt;br /&gt;
 .data:0046DE74 Incendiary 64h,64h,50h,  0,28h,46h,46h,64h,  0,50h,AAh,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DE90 HiEx       64h,64h,64h,64h,4Bh,64h,64h,64h,82h,64h,64h,50h,3Ch,50h; 0&lt;br /&gt;
 .data:0046DEAC Laser      64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,96h,64h,46h; 0&lt;br /&gt;
 .data:0046DEC8 Plasma     64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,64h,50h,64h,46h; 0&lt;br /&gt;
 .data:0046DEE4 Stun       64h,64h,5Ah,50h,64h,64h,50h,64h,64h,5Ah,64h,64h,64h,  0; 0&lt;br /&gt;
 .data:0046DF00 Melee      64h,78h,64h,64h,5Ah,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
 .data:0046DF1C Acid       64h,A0h,6Eh,64h,28h,64h,64h,64h,64h,64h,64h,64h,64h,64h; 0&lt;br /&gt;
&lt;br /&gt;
===HWP weapons data===         &lt;br /&gt;
                             00   02   04   06   08   0A   0C   0E   10  12         TFTD Equivalent&lt;br /&gt;
 .data:0046D57C tank cannon   0,   4, 3Ch, 3Ch, 21h,   0,   0, 5Ah, 50h,  0         Tank/harpoon&lt;br /&gt;
 .data:0046D    tank rocket   2,  Ch, 55h, 37h, 2Dh,   0,   0, 73h, 4Bh,  0         Tank/Torpedo&lt;br /&gt;
 .data:0046D    tank laser    3, 11h, 6Eh, 32h, 21h,   0,   0, 55h, 4Bh,  0         Tank/Gauss&lt;br /&gt;
 .data:0046D    tank plasma   4, 24h, 6Eh, 56h, 1Eh,   0,   0, 64h, 3Ch,  0         Triscene/BioDrone/Displacer&lt;br /&gt;
 .data:0046D    blaster bomb  2, 28h, 8Ch,   0,   0,   0,   0, 78h, 50h,  1         Displacer/PWT&lt;br /&gt;
 .data:0046D    acid spit     7, 26h, 8Ch, 4Bh, 1Eh,   0,   0, 6Eh, 3Ch,  0&lt;br /&gt;
 .data:0046D    cyberdisk     4, 22h, 82h, 4Bh, 1Eh,   0,   0, 6Eh, 3Ch,  0         Xarquid&lt;br /&gt;
 .data:0046D    sectopod      3, 22h, 64h, 4Bh, 1Eh, 32h, 23h, 6Eh, 3Ch,  0         Deep One&lt;br /&gt;
 &lt;br /&gt;
 The structure is:&lt;br /&gt;
 00 damage type               0A autoshot accuracy&lt;br /&gt;
 02 ammo type                 0C autoshot TU &lt;br /&gt;
 04 damage                    0E aimshot accuracy &lt;br /&gt;
 06 snapshot accuracy         10 aimshot TU &lt;br /&gt;
 08 snapshot TU               12 guided weapon &lt;br /&gt;
 &lt;br /&gt;
 ----------&lt;br /&gt;
 People were asking about the location where the ammo amount is passed to TACTICAL.&lt;br /&gt;
 For the Tank/Cannon:&lt;br /&gt;
 44ED20  74 11 66 85 C0 75 06 C6 45 76 &amp;lt;u&amp;gt;1E&amp;lt;/u&amp;gt; EB 0A C6 45 76 &lt;br /&gt;
 the Rocket launcher and FBL:&lt;br /&gt;
 44ED30  &amp;lt;u&amp;gt;08&amp;lt;/u&amp;gt; EB 04 C6 45 76 FF 33 FF C7 44 24 28 04 00 00 &lt;br /&gt;
 &lt;br /&gt;
 There are several other places that must be altered to adjust base inventory properly. &lt;br /&gt;
 -[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===Funding countries borders polylines===&lt;br /&gt;
 .data:00474AD4 GeoBordersData dw 0FFFFh                ; DATA XREF: GeoDrawBorders+3�r&lt;br /&gt;
 .data:00474AD4                                         ; GeoDrawBorders+C�o&lt;br /&gt;
 .data:00474AD6 dw 221h&lt;br /&gt;
 .data:00474AD8 dw 0FF43h&lt;br /&gt;
 .data:00474ADA dw 238h&lt;br /&gt;
 .data:00474ADC dw 0FF3Dh&lt;br /&gt;
 .data:00474ADE dw 22Ch&lt;br /&gt;
 .data:00474AE0 dw 0FF28h&lt;br /&gt;
 .data:00474AE2 dw 233h&lt;br /&gt;
 .data:00474AE4 dw 0FF1Fh&lt;br /&gt;
 .data:00474AE6 dw 236h&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008AE00..0x0008B00F.&amp;lt;br&amp;gt;&lt;br /&gt;
use: rivers instead of country borders.&amp;lt;br&amp;gt;&lt;br /&gt;
data: lon,lat,lon,lat.. streams, Flags: lon = -1(NewLine), lon = -2(EndOfSection).&lt;br /&gt;
&lt;br /&gt;
===Funding countries names coordinates===&lt;br /&gt;
 .data:00474DF8 GeoCountryNamesData dw 280h             ; DATA XREF: GeoDrawCountryNames+6�o&lt;br /&gt;
 .data:00474DFA dw 0FF40h&lt;br /&gt;
 .data:00474DFC dw 263h&lt;br /&gt;
 .data:00474DFE dw 0B30h&lt;br /&gt;
 .data:00474E00 dw 0FE53h&lt;br /&gt;
 .data:00474E02 dw 25Ch&lt;br /&gt;
 .data:00474E04 dw 0B2Ch&lt;br /&gt;
 .data:00474E06 dw 0FEABh&lt;br /&gt;
 .data:00474E08 dw 260h&lt;br /&gt;
 .data:00474E0A dw 14h&lt;br /&gt;
 .data:00474E0C dw 0FE8Ch&lt;br /&gt;
 ...&lt;br /&gt;
TFDT-CE(CRC32:C2F6C035): 0x0008B010..0x0008B06F. ((16*2)*3:lon,lat,Nid)&lt;br /&gt;
&lt;br /&gt;
===Craft type data===&lt;br /&gt;
Craft type known fields: (14 x 2-byte dwords per record)&lt;br /&gt;
 00000000 structCraftData struc ; (sizeof=0x1C)&lt;br /&gt;
 00000000 nameIdx           reference to the ENGLISH.DAT entry&lt;br /&gt;
 00000002 scoreDestroyed   ; base 10&lt;br /&gt;
 00000004 weaponPods      &#039;&#039;always 2 for UFOs. is this used for UFOs? how?&#039;&#039;&lt;br /&gt;
 00000006 maxSpeed        &#039;&#039;in knots&#039;&#039;   ; base 10&lt;br /&gt;
 00000008 acceleration &lt;br /&gt;
 0000000A fuelCapacity    ; base 10&lt;br /&gt;
 0000000C damageCapacity  ; base 10&lt;br /&gt;
 0000000E ufoSize         &#039;&#039;5 - Very Small / 4 - Small (inc. XCom) / 3 - Medium / 2 - Large / 1 - Very Large -spike&#039;&#039;&lt;br /&gt;
 00000010 ufoReload       &#039;&#039;UFO only. Firing interval (rand(x-(diff*2))+(x-(diff*2)). &lt;br /&gt;
                             Values: 56=S/MSct 48=LSct/Abd 32=Harv 24=Suppl/Terr/BS. -spike&#039;&#039;&lt;br /&gt;
 00000012 ufoEscapeTime   &#039;&#039;100~200% = time before UFO attempts escape (on Beginner) - Volutar. &lt;br /&gt;
                           Values: SS=200 MS=250 LS=300 A=500 H=500 TS=2000 BS=4000 SS=3000 -spike&#039;&#039;&lt;br /&gt;
 00000014 ufoPower        &#039;&#039;alien weapon distance in km*8 -kyrub/spike&#039;&#039;&lt;br /&gt;
 00000016 ufoRange        &#039;&#039;alien weapon damage (0%-100%) -Morgan525/Tycho&#039;&#039;&lt;br /&gt;
 00000018 TroopSpace      &#039;&#039;Troop capacity &#039;&#039;&lt;br /&gt;
 0000001A HWPSpace        &#039;&#039;HWP capacity  &#039;&#039;&lt;br /&gt;
 0000001C structCraftData ends&lt;br /&gt;
&lt;br /&gt;
While the 9th [dword] could be UFO weapon Accuracy or even rate of fire, it seems unlikely. All the values are a multiple of 8 just like distance, so it may be related to that. That&#039;s my guess. I&#039;m sure someone like Seb would know more. --[[User:Zombie|Zombie]] 23:56, 4 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry I didn&#039;t sign those theory guesses, I will do so now. Actually, evidence is building up that the byte at 0x10 within structCraftData is an inverse co-factor - i.e. a divisor - of the net total damage output of UFO attacks. In other words, it could well be a firing interval value such as is seen for XCom craft weapons. I have done 3-4 sets of ten tests so far (XCom craft survival-time tests, deducing UFO damage output). 1 set was for Medium Scout vs Interceptor, 2 sets were for Terror Ship vs Avenger. (I also did multiple attacker sets but those are harder to compare directly to this scenario). So far all 3 test sets are a &amp;lt;i&amp;gt;reasonably&amp;lt;/i&amp;gt; good fit for this formula:&lt;br /&gt;
&lt;br /&gt;
 UFO net damage output = &lt;br /&gt;
 &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt;Weapon power x 75% &#039;&#039;(avg of randomisation)&#039;&#039; x 2/3 &#039;&#039;(accuracy)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt; &lt;br /&gt;
  x &amp;lt;big&amp;gt;(&amp;lt;/big&amp;gt; time &#039;&#039;(in game seconds)&#039;&#039; / 0x10 offset &#039;&#039;(firing interval)&#039;&#039; &amp;lt;big&amp;gt;)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: What I want to do next is take one or both of those test scenarios, hack the 0x10 offset up or down, and see if the observed damage output varies inversely. If so, I think that will be pretty strong evidence. Even in my data, there is definitely still also some variation going on that is not fully accounted for in the formula above. As you say it is interesting the 0x10 values are all multiples of 8, suggesting distances. I will keep testing and see what I come up with! Cheers, [[User:Spike|Spike]] 06:39, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m enclined to agree with the rate of fire theory. A countdown is stored in [[CRAFT.DAT]] at offset 0x26 and when it hits 0, the UFO fires. It is reset for the next shot with this formula:&lt;br /&gt;
 tmp = offset10-2*difficultyLevel&lt;br /&gt;
 nextShot = RAND(0,tmp)+tmp&lt;br /&gt;
&lt;br /&gt;
Edit: Although the attack type does not appear here, I suspect that while a missile is &amp;quot;traveling&amp;quot;, the countdown is not changed. As a result, closer ranges means higher rates of fire. [[User:Seb76|Seb76]] 07:36, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Excellent timing Seb! I was just about to start my tests. I could&#039;ve coped with the random element, since I&#039;m only measuring averages over time, but the presence of a 2nd factor (difficultyLevel), I was not expecting. It would have completely thrown my numbers. Also I might&#039;ve crashed the game since I&#039;d set offset10 to 0x08 on difficulty level Superhuman (=5?), creating a negative rate of fire! For simplicity I might do my tests on Beginner from now on, and repeat the earlier tests on Beginner. &lt;br /&gt;
&lt;br /&gt;
:It&#039;s interesting that you don&#039;t see any reference to Attack Mode. So the changing rate of fire could indeed be a &amp;quot;Space Invaders Effect&amp;quot; as you say. Perhaps the reason this is not seen for cannon fire is that cannon fire is resolved instantly, whereas missiles are plotted as objects on the map? Is there any indication that missiles and cannon are handled differently by these routines? &lt;br /&gt;
&lt;br /&gt;
:My test scenarios are probably too simplistic at the moment. But, I am sure I am seeing different rates of fire for missiles at the same range, dependent on whether they are in Standard or Cautious attack mode. I will recheck this. [[User:Spike|Spike]] 08:07, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seb, I realise your formula above for variable firing intervals, from 100%-200% of the base value, explains the 2/3 factor I found which I thought might be UFO Accuracy. The average of a 100-200% range is 1.5, and the inverse of this is 2/3. So perhaps there is no accuracy factor in UFO weapon damage at all. Possibly you just have a base damage and a base firing interval, plus a 50%-100% variation on the base damage and a 100%-200% variation on the firing interval. This would certainly match the data I have so far. &lt;br /&gt;
[UFOs have a 60% accuracy with no variation depending upon difficulty level. Damage is 0-100%.--[[User:Morgan525|Tycho]] 00:07, 16 April 2012 (EDT)]&lt;br /&gt;
&lt;br /&gt;
:I have done a couple of tests of varying this offset 0x10 value and they show the right &amp;quot;sign&amp;quot;: increasing this value decreases UFO damage output over time, and decreasing this value increases UFO damage output. The effect is strong, and approximately linear, i.e. halving the value roughly doubles the damage, etc (testing on Superhuman). To quantify it more exactly I need to go back and control for Difficulty Level which I did not expect to be a variable. I&#039;m also going to control for the time taken for the UFO to close into firing range - by increasing the UFO weapon range in the tests to 70 or 75km. &lt;br /&gt;
&lt;br /&gt;
:One thing that is worrying me though is that the firing interval is random. Since I&#039;m using the firing interval of a cannon as my &amp;quot;timer&amp;quot; to measure the duration of all other events, it means I&#039;m measuring with a yardstick that randomly changes size. I have to hope that my sample sizes are large enough that the averages will dominate over the fluctuations.&lt;br /&gt;
&lt;br /&gt;
:More worrying is the idea that rate of fire varies with range (as opposed to with Attack Mode). That would be an elastic yardstick, worse than a random one. I thought I had disproved this but I need to go back and do it again, more carefully. I need to test the same weapon at the same range with different attack modes, again. I may well be guilty of building my hypothesis into my test scenario as an assumption! I will also double check the assumption that hacking the firing interval values for XCom weapons has no effect. I&#039;m pretty sure that, even if the absolute firing interval changes with range, the relative ratios of firing interval when comparing different weapons, does not change. But I&#039;ll double check. &lt;br /&gt;
&lt;br /&gt;
:In the code, do you see any evidence of cannon-type weapons being treated differenly from missile weapons? For example, do cannon rounds not &amp;quot;travel&amp;quot;? Also, do you see the same &#039;&#039;&#039;rnd (0,tmp) + tmp&#039;&#039;&#039; function being applied to the firing interval of XCom air attacks? Regards, [[User:Spike|Spike]] 14:30, 5 July 2009 (EDT)&lt;br /&gt;
[Interestingly, cannon rounds are treated just like missiles: They have a speed delta that is added to the speed delta of the Xcraft. Since the range of a cannon is so small it is almost an instant hit.  Laser Cannon and Plasma cannon fire hits are resolved instantly once the fire delay timer reaches zero.--[[User:Morgan525|Tycho]] 00:07, 16 April 2012 (EDT)]&lt;br /&gt;
&lt;br /&gt;
::Canon-type and missile weapons treated absolutely the same way. There are array of 26 launched projectiles for the left and 26 for the right craft weapons. Thus only 52 missiles can be in-the-fly mode. Cannon weapon uses this &amp;quot;burst mode&amp;quot; at maximum potential, others - not. Though, you can patch built-in xcom craft weapon characteristics with reload time set to minimum delay, and see how it go.--[[User:Volutar|Volutar]] 06:24, 3 October 2011 (EDT)&lt;br /&gt;
----&lt;br /&gt;
Builtin craft field 0x12 (ufoUnknown) actually works as craft parameter of how much time before alien craft tries to escape from pursue.&lt;br /&gt;
The formula of this time is&lt;br /&gt;
 UfoCraft-&amp;gt;EscapeTimer_Field_28 = craftbuiltin-&amp;gt;ufoManeuverability_Field_12&lt;br /&gt;
     + RAND(0,craftbuiltin-&amp;gt;ufoManeuverability_Field_12) - 30*difficulty_level;&lt;br /&gt;
--[[User:Volutar|Volutar]] 02:45, 14 April 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Base components data===&lt;br /&gt;
 .data:00470640 baseElements baseComponentStruct &amp;lt;249h, 300, 1, 4, 0, 0, 5&amp;gt;; 0&lt;br /&gt;
 .data:00470640                                         ; DATA XREF: BaseEditDrawSideBar_sub_432EF0+12D�r&lt;br /&gt;
 .data:00470640                                         ; BuildFacilities+74�o ...&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ah, 400, 16, 10, 1Eh, 0, 4&amp;gt;; 1&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Bh, 750, 26, 30, 0Ah, 0, 4&amp;gt;; 2&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Ch, 800, 32, 35, 32h, 0, 4&amp;gt;; 3&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Dh, 500, 12, 10, 0, 0, 5&amp;gt;; 4&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Eh, 800, 25, 15, 0, 0, 4&amp;gt;; 5&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;24Fh, 200, 16, 5, 0, 3201F4h, 5&amp;gt;; 6&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;250h, 150, 10, 5, 0FAh, 0, 4&amp;gt;; 7&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;251h, 400, 18, 15, 0Ah, 0, 4&amp;gt;; 8&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;252h, 400, 24, 10, 0, 3C0258h, 0Ah&amp;gt;; 9&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;253h, 600, 34, 12, 0, 460384h, 0Ah&amp;gt;; 10&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;254h, 800, 34, 14, 0, 5004B0h, 0Ah&amp;gt;; 11&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;255h, 1200, 38, 15, 0, 0, 9&amp;gt;; 12&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;256h, 1300, 33, 5, 0, 0, 9&amp;gt;; 13&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;257h, 750, 24, 16, 0Ah, 0, 8&amp;gt;; 14&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;258h, 1400, 26, 30, 0, 0, 9&amp;gt;; 15&lt;br /&gt;
 .data:00470640 baseComponentStruct &amp;lt;259h, 200, 25, 25, 1, 0, 4&amp;gt;; 16&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 baseComponentStruct struc ; (sizeof=0x10)&lt;br /&gt;
 00000000 stringId dw ?&lt;br /&gt;
 00000002 cost dw ?                               ; base 10&lt;br /&gt;
 00000004 constructionTime db ?                   ; base 10&lt;br /&gt;
 00000005 maintenance db ?                        ; base 10&lt;br /&gt;
 00000006 anonymous_4 dw ?&lt;br /&gt;
 00000008 anonymous_5 dd ?&lt;br /&gt;
 0000000C anonymous_8 dd ?&lt;br /&gt;
 00000010 baseComponentStruct ends&lt;br /&gt;
&lt;br /&gt;
===Alien missions data===&lt;br /&gt;
 (I made another post for this one in missions.dat):&lt;br /&gt;
 .data:00470E70 alienMissionData structAlienMission &amp;lt;5, 1, 0, 12Ch&amp;gt;      ; 0&lt;br /&gt;
 .data:00470E70                                         ; DATA XREF: SpawnAlienShip+10D�r&lt;br /&gt;
 .data:00470E70                                         ; UpdateAlienMissions+78�r ...&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;6, 1, 2, 104h&amp;gt;      ; 1 ;&lt;br /&gt;
 .data:00470E70 structAlienMission &amp;lt;7, 2, 4, 12Ch&amp;gt;      ; 2 ;&lt;br /&gt;
 .data:00470E70 structAlienMission 5 dup(&amp;lt;0FFFFh, 0FFFFh, 0FFFFh, 0FFFFh&amp;gt;); 3&lt;br /&gt;
 ...&lt;br /&gt;
fields:&lt;br /&gt;
 00000000 structAlienMission struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 ufoType dw ?&lt;br /&gt;
 00000002 numUfoToSpawn dw ?&lt;br /&gt;
 00000004 unknown dw ?&lt;br /&gt;
 00000006 timeCounter dw ?&lt;br /&gt;
 00000008 structAlienMission ends&lt;br /&gt;
&lt;br /&gt;
===Ground patches===&lt;br /&gt;
 (used to spawn locations on continents):&lt;br /&gt;
 .data:00471278 randPlaces structArea &amp;lt;640h, 0FDF8h, 0A0h, 28h&amp;gt;    ; 0&lt;br /&gt;
 .data:00471278                                         ; DATA XREF: GetRandomPositionOnContinent+2D�r&lt;br /&gt;
 .data:00471278                                         ; GetRandomPositionOnContinent+46�r ...&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FDF8h, 0F0h, 50h&amp;gt;    ; 1&lt;br /&gt;
 .data:00471278 structArea &amp;lt;8C0h, 0FE70h, 50h, 50h&amp;gt;     ; 2&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FE70h, 0A0h, 50h&amp;gt;    ; 3&lt;br /&gt;
 .data:00471278 structArea &amp;lt;820h, 0FE70h, 0A0h, 50h&amp;gt;    ; 4&lt;br /&gt;
 .data:00471278 structArea &amp;lt;730h, 0FEC0h, 0A0h, 50h&amp;gt;    ; 5&lt;br /&gt;
 .data:00471278 structArea &amp;lt;7D0h, 0FEC0h, 0B0h, 60h&amp;gt;    ; 6&lt;br /&gt;
 .data:00471278 structArea &amp;lt;870h, 0FEB0h, 0A0h, 88h&amp;gt;    ; 7&lt;br /&gt;
&lt;br /&gt;
 00000000 structArea struc ; (sizeof=0x8)&lt;br /&gt;
 00000000 xstart dw ?&lt;br /&gt;
 00000002 ystart dw ?&lt;br /&gt;
 00000004 width dw ?&lt;br /&gt;
 00000006 height dw ?&lt;br /&gt;
 00000008 structArea ends&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Some expansion on Seb&#039;s data above - thanks to kyrub for explaining this structure to me, it&#039;s been very nearly a year since so it&#039;s probably about time I documented it somewhere. ;) &lt;br /&gt;
&lt;br /&gt;
This area of the executable, starting at 0x71278 for EU/CE or 0x7BA70 for TFTD/CE, defines the comings and goings of alien ships. It&#039;s divided up into 720 records of four two-byte signed integers each (5,760 bytes for the entire table). &lt;br /&gt;
&lt;br /&gt;
The records are first divided up into groups of sixty, one for each of the first twelve regions in each game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!UFO:EU&lt;br /&gt;
!TFTD&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|North America&lt;br /&gt;
|North Atlantic&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|Arctic&lt;br /&gt;
|South Atlantic&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|Antarctica&lt;br /&gt;
|North Pacific&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|South America&lt;br /&gt;
|South Pacific&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
|Europe&lt;br /&gt;
|Mediterranean&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|North Africa&lt;br /&gt;
|South China Sea&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6&lt;br /&gt;
|Southern Africa&lt;br /&gt;
|Indian Ocean&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!7&lt;br /&gt;
|Central Asia&lt;br /&gt;
|Sea of Japan&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!8&lt;br /&gt;
|South East Asia&lt;br /&gt;
|North Sea&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!9&lt;br /&gt;
|Siberia&lt;br /&gt;
|Caribbean&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!10&lt;br /&gt;
|Australasia&lt;br /&gt;
|Antarctic&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!11&lt;br /&gt;
|Pacific&lt;br /&gt;
|Arctic&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!12&lt;br /&gt;
!North Atlantic&lt;br /&gt;
!Eurasia&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!13&lt;br /&gt;
!South Atlantic&lt;br /&gt;
!North America&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!14&lt;br /&gt;
!Indian Ocean &lt;br /&gt;
!Africa &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The last three regions (12 to 14) aren&#039;t covered by this table. Nor are they handled by [[ZONAL.DAT]], which tracks where aliens will concentrate their attacks each month, nor in [[XBASES.DAT]], which tracks within which regions they have discovered your bases. Suggesting that planting bases in those last three areas may somehow make you immune from attack. They&#039;re pictured [[User:Mvgulik|here]] should anyone wish to test this out.&lt;br /&gt;
&lt;br /&gt;
Anyway, the groups of sixty are further divided up into groups of ten, according to the type of alien activity intended to take place there:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Purpose&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0&lt;br /&gt;
|After spawning on the map in an area from 5, most UFOs will fly to an area in this set, then turn and head to their actual destination. After landing, the UFO will usually leave the map through an area in set 5, but some instead return here then go to another landing zone first. Base supply missions don&#039;t go here, they go straight to the base they intend to supply. Retaliation missions may or may not go here, they seem to randomly bounce between areas from sets 0-4 before leaving through set 5 (possible pattern of 1-2-3-4-0-5?).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
|Landing zones for most alien mission types. UFOs usually either land in one of these areas, or one from set 2.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2&lt;br /&gt;
|Landing zones for most alien mission types. UFOs usually either land in one of these areas, or one from set 1.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!3&lt;br /&gt;
|Vast majority of areas defined here are cities (width/height of zero). Infiltration ships occasionally land here. Not all terror ships land on cities, some opt to land/fly around sets 1/2, but actual terror mission where you fight in a city only happen here.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4&lt;br /&gt;
|Alien base building areas, and rarely, infiltration landing zones (these are mostly in remote areas).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!5&lt;br /&gt;
|This defines where UFOs may enter/exit the map. After spawning, most UFOs (except supply/retaliation ships) head to an area from set 0.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So once the UFO has picked a region and a mission type, it then randomly chooses one of the ten records available, and this is used to work out where it&#039;ll land. Each record defines a small rectangular area on the world map, and the UFO simply chooses a random destination somewhere within that space. The vast majority of terror mission targets have an area width/height of 0, meaning that the alien ship will always end up landing on the exact same point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
!Use&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!0-1&lt;br /&gt;
|X co-ord of the top left corner. If this value is 0xFFFF, then the record is ignored (unused).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!2-3&lt;br /&gt;
|Y co-ord of the top left corner. A negative number if north of the equator.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!4-5&lt;br /&gt;
|Width of the rectangular area.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!6-7&lt;br /&gt;
|Height of the rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The width of the world map is 2880 points. The height ranges from -720 to 720 (1440 points, half the width). &#039;&#039;Lots&#039;&#039; of records are unused. UFO:EU has great big areas plonked down (leading to a lot of diversity in terms of where UFOs might land), TFTD has tiny little ones (meaning USOs tend to land close to where all the other USOs landed).&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; 05:07, 10 April 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Zones sectors===&lt;br /&gt;
 (used to get the zone number for a world coordinate):&lt;br /&gt;
 .data:00474F38 geo_globe_zones structGlobeZone &amp;lt;618h, 987h, 0FDD0h, 0FE47h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00474F38                                         ; DATA XREF: GetWorldZoneFromPos+10�o&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;730h, 987h, 0FE48h, 0FF0Fh, 0&amp;gt;; 1&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;780h, 95Fh, 0FF10h, 0FFAFh, 0&amp;gt;; 2&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 0FD30h, 0FDCFh, 1&amp;gt;; 3&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0, 0B3Fh, 1E0h, 2D0h, 2&amp;gt;; 4&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;870h, 9D7h, 0FFB0h, 0FFFFh, 3&amp;gt;; 5&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A4Fh, 0, 77h, 3&amp;gt;; 6&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;898h, 0A27h, 78h, 1DFh, 3&amp;gt;; 7&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1DFh, 0FDD0h, 0FEE7h, 4&amp;gt;; 8&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 13Fh, 0FEE8h, 0FF87h, 5&amp;gt;; 9&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A78h, 1B7h, 0FF88h, 0FFFFh, 5&amp;gt;; 10&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B7h, 0, 13Fh, 6&amp;gt; ; 11&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;140h, 22Fh, 0FEE8h, 0FF87h, 7&amp;gt;; 12&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 2CFh, 0FE70h, 0FEE7h, 7&amp;gt;; 13&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FEE8h, 0FFD7h, 7&amp;gt;; 14&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;2D0h, 347h, 0FE70h, 4Fh, 8&amp;gt;; 15&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 4AFh, 0FE70h, 0FFD7h, 8&amp;gt;; 16&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1E0h, 59Fh, 0FDD0h, 0FE6Fh, 9&amp;gt;; 17&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;348h, 59Fh, 0FFD8h, 18Fh, 0Ah&amp;gt;; 18&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 617h, 0FDD0h, 0FE47h, 0Bh&amp;gt;; 19&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 72Fh, 0FE48h, 0FF0Fh, 0Bh&amp;gt;; 20&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 77Fh, 0FF10h, 0FFAFh, 0Bh&amp;gt;; 21&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 86Fh, 0FFB0h, 0FFFFh, 0Bh&amp;gt;; 22&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;5A0h, 897h, 0, 1DFh, 0Bh&amp;gt;; 23&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;4B0h, 59Fh, 0FE70h, 0FFD7h, 0Bh&amp;gt;; 24&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;988h, 0A77h, 0FDD0h, 0FF0Fh, 0Ch&amp;gt;; 25&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;960h, 0A77h, 0FF10h, 0FFAFh, 0Ch&amp;gt;; 26&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;9D8h, 0A77h, 0FFB0h, 0FFFFh, 0Ch&amp;gt;; 27&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A50h, 27h, 0, 77h, 0Dh&amp;gt;; 28&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;0A28h, 27h, 78h, 1DFh, 0Dh&amp;gt;; 29&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;28h, 1B8h, 140h, 1DFh, 0Dh&amp;gt;; 30&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 22Fh, 0FF88h, 4Fh, 0Eh&amp;gt;; 31&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;230h, 2CFh, 0FFD8h, 4Fh, 0Eh&amp;gt;; 32&lt;br /&gt;
 .data:00474F38 structGlobeZone &amp;lt;1B8h, 347h, 50h, 1DFh, 0Eh&amp;gt;; 33&lt;br /&gt;
&lt;br /&gt;
Same for country zones:&lt;br /&gt;
 .data:00475090 geo_glob_country_zones structGlobeZone &amp;lt;758h, 7F8h, 0FE78h, 0FF00h, 0&amp;gt;; 0&lt;br /&gt;
 .data:00475090                                         ; DATA XREF: GetCountryFromPos+11�o&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;7F8h, 8ACh, 0FE78h, 0FF18h, 0&amp;gt;; 1&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;820h, 848h, 0FF18h, 0FF30h, 0&amp;gt;; 2&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8A8h, 8C0h, 0FF00h, 0FF38h, 0&amp;gt;; 3&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8ACh, 8F0h, 0FEA0h, 0FF00h, 0&amp;gt;; 4&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;8F0h, 924h, 0FE94h, 0FEC0h, 0&amp;gt;; 5&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0F0h, 190h, 0FDD0h, 0FE98h, 1&amp;gt;; 6&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0C0h, 0F0h, 0FE20h, 0FEB0h, 1&amp;gt;; 7&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;190h, 258h, 0FD98h, 0FEC0h, 1&amp;gt;; 8&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;258h, 528h, 0FD80h, 0FE70h, 1&amp;gt;; 9&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;528h, 550h, 0FDD0h, 0FE28h, 1&amp;gt;; 10&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B00h, 10h, 0FE20h, 0FE70h, 2&amp;gt;; 11&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;0B18h, 38h, 0FE70h, 0FEA8h, 3&amp;gt;; 12&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;30h, 78h, 0FE48h, 0FE84h, 4&amp;gt;; 13&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;38h, 78h, 0FE8Ch, 0FEA8h, 5&amp;gt;; 14&lt;br /&gt;
 .data:00475090 structGlobeZone &amp;lt;58h, 90h, 0FEA8h, 0FED8h, 5&amp;gt;; 15&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
===Dot color data for LOC.DAT entries===&lt;br /&gt;
 shawn on world map (can&#039;t think of a better name...):&lt;br /&gt;
 .data:00475202 locationColor dw 0, 0Dh, 0Bh, 9, 1, 5, 7, 3           ; 0&lt;br /&gt;
 .data:00475202                                         ; DATA XREF: geoDrawLocations+ED�r&lt;br /&gt;
&lt;br /&gt;
Just after that are data describing the mask for drawing the location (I don&#039;t remember the format, but it shouldn&#039;t be something too complicated to decypher)&lt;br /&gt;
&lt;br /&gt;
===Flare pattern===&lt;br /&gt;
 (tactical mode):&lt;br /&gt;
  flarePattern db 16,16,16,16,16,16,16,16,16,16,16,16,15,15,15,15,15,15,15,16,16,16,16,16,16,16,16,16,16,16,16; 0&lt;br /&gt;
               db 16,16,16,16,16,16,16,16,16,15,15,15,14,14,14,14,14,14,14,15,15,15,16,16,16,16,16,16,16,16,16; 31&lt;br /&gt;
               db 16,16,16,16,16,16,16,15,15,14,14,14,13,13,13,13,13,13,13,14,14,14,15,15,16,16,16,16,16,16,16; 62&lt;br /&gt;
               db 16,16,16,16,16,16,15,15,14,14,13,13,12,12,12,12,12,12,12,13,13,14,14,15,15,16,16,16,16,16,16; 93&lt;br /&gt;
               db 16,16,16,16,16,15,15,14,13,13,12,12,12,11,11,11,11,11,12,12,12,13,13,14,15,15,16,16,16,16,16; 124&lt;br /&gt;
               db 16,16,16,16,15,15,14,13,12,12,11,11,11,10,10,10,10,10,11,11,11,12,12,13,14,15,15,16,16,16,16; 155&lt;br /&gt;
               db 16,16,16,15,15,14,13,12,12,11,10,10,10, 9, 9, 9, 9, 9,10,10,10,11,12,12,13,14,15,15,16,16,16; 186&lt;br /&gt;
               db 16,16,15,15,14,13,12,12,11,10,10, 9, 9, 8, 8, 8, 8, 8, 9, 9,10,10,11,12,12,13,14,15,15,16,16; 217&lt;br /&gt;
               db 16,16,15,14,13,12,12,11,10, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9,10,11,12,12,13,14,15,16,16; 248&lt;br /&gt;
               db 16,15,14,14,13,12,11,10, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9,10,11,12,13,14,14,15,16; 279&lt;br /&gt;
               db 16,15,14,13,12,11,10,10, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9,10,10,11,12,13,14,15,16; 310&lt;br /&gt;
               db 16,15,14,13,12,11,10, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9,10,11,12,13,14,15,16; 341&lt;br /&gt;
               db 15,14,13,12,12,11,10, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9,10,11,12,12,13,14,15; 372&lt;br /&gt;
               db 15,14,13,12,11,10, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9,10,11,12,13,14,15; 403&lt;br /&gt;
               db 15,14,13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15; 434&lt;br /&gt;
               db 15,14,13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15; 465&lt;br /&gt;
               db 15,14,13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15; 496&lt;br /&gt;
               db 15,14,13,12,11,10, 9, 8, 7, 6, 6, 5, 4, 3, 2, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9,10,11,12,13,14,15; 527&lt;br /&gt;
               db 15,14,13,12,12,11,10, 9, 8, 7, 6, 5, 4, 4, 3, 3, 3, 4, 4, 5, 6, 7, 8, 9,10,11,12,12,13,14,15; 558&lt;br /&gt;
               db 16,15,14,13,12,11,10, 9, 8, 7, 6, 6, 5, 5, 4, 4, 4, 5, 5, 6, 6, 7, 8, 9,10,11,12,13,14,15,16; 589&lt;br /&gt;
               db 16,15,14,13,12,11,10,10, 9, 8, 7, 6, 6, 6, 5, 5, 5, 6, 6, 6, 7, 8, 9,10,10,11,12,13,14,15,16; 620&lt;br /&gt;
               db 16,15,14,14,13,12,11,10, 9, 9, 8, 7, 7, 6, 6, 6, 6, 6, 7, 7, 8, 9, 9,10,11,12,13,14,14,15,16; 651&lt;br /&gt;
               db 16,16,15,14,13,12,12,11,10, 9, 9, 8, 8, 7, 7, 7, 7, 7, 8, 8, 9, 9,10,11,12,12,13,14,15,16,16; 682&lt;br /&gt;
               db 16,16,15,15,14,13,12,12,11,10,10, 9, 9, 8, 8, 8, 8, 8, 9, 9,10,10,11,12,12,13,14,15,15,16,16; 713&lt;br /&gt;
               db 16,16,16,15,15,14,13,12,12,11,10,10,10, 9, 9, 9, 9, 9,10,10,10,11,12,12,13,14,15,15,16,16,16; 744&lt;br /&gt;
               db 16,16,16,16,15,15,14,13,12,12,11,11,11,10,10,10,10,10,11,11,11,12,12,13,14,15,15,16,16,16,16; 775&lt;br /&gt;
               db 16,16,16,16,16,15,15,14,13,13,12,12,12,11,11,11,11,11,12,12,12,13,13,14,15,15,16,16,16,16,16; 806&lt;br /&gt;
               db 16,16,16,16,16,16,15,15,14,14,13,13,12,12,12,12,12,12,12,13,13,14,14,15,15,16,16,16,16,16,16; 837&lt;br /&gt;
               db 16,16,16,16,16,16,16,15,15,14,14,14,13,13,13,13,13,13,13,14,14,14,15,15,16,16,16,16,16,16,16; 868&lt;br /&gt;
               db 16,16,16,16,16,16,16,16,16,15,15,15,14,14,14,14,14,14,14,15,15,15,16,16,16,16,16,16,16,16,16; 899&lt;br /&gt;
               db 16,16,16,16,16,16,16,16,16,16,16,16,15,15,15,15,15,15,15,16,16,16,16,16,16,16,16,16,16,16,16; 930&lt;br /&gt;
&lt;br /&gt;
Sorry for the big post and the raw format... [[User:Seb76|Seb76]] 13:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Construction costs for access lifts:&lt;br /&gt;
 .data:0046E69C basePrice dd 800000, 950000, 900000, 600000, 1000000, 650000, 550000, 500000, 750000; 0&lt;br /&gt;
 .data:0046E69C dd 800000, 750000, 600000, 3 dup(500000); 9&lt;br /&gt;
[[User:Seb76|Seb76]] 11:01, 16 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
=== Craft weapon stats ===&lt;br /&gt;
&lt;br /&gt;
I guess the craft weapon stats could be in here too?&lt;br /&gt;
as far I can see these are at 353378 (plain 1.4), 18 bytes, 9x2 byte:&amp;lt;BR&amp;gt;&lt;br /&gt;
index/range/acc/dmg/??/time/no of ammo/??/ammo&amp;lt;BR&amp;gt;&lt;br /&gt;
--[[User:Emphyrio|Emphyrio]] 15:25, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the WinCE version (unpatched) the craft weapon stats start at offset 0x6fb18. Or search for this signature:&lt;br /&gt;
&lt;br /&gt;
 40 02 1e 00 46 00 46 00 01 00 0f 00 06 00 01 00 06 00 &lt;br /&gt;
&lt;br /&gt;
Fields are:&lt;br /&gt;
 Index - Range (km) - Hit% - Damage - ?X? - reload time - ammo cap - ?Y? - ammo type&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Y&lt;br /&gt;
 Stingray  1  1&lt;br /&gt;
 Avalanche 3  1&lt;br /&gt;
 Cannon    8  100&lt;br /&gt;
 FBL       5  1&lt;br /&gt;
 Laser C   10 50&lt;br /&gt;
 Plasma C  12 50 &lt;br /&gt;
 &lt;br /&gt;
I would speculate that value &amp;quot;Y&amp;quot; is the re-arming rate on the ground. I think this data differs slighly from what is stated at [[Rearming]] so it might be worth double checking that. &lt;br /&gt;
&lt;br /&gt;
Value &amp;quot;X&amp;quot; could be a bitmask, an index to a sound effect, or just about anything. It&#039;s possible the lowest bit is a flag that is set for a missile weapon, unset for a cannon-type weapon.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:43, 5 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;reload time&amp;quot; value (as it is called in the in-game UFOPaedia) does not seem to be used by the executable. Instead, hard coded values are used. See [[UFO Interception#Observed Rates of Fire|Observed Rates of Fire]]. [[User:Spike|Spike]] 20:31, 13 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I checked and the rearming rates in the wiki article are correct, i.e. 100 rds per hour for all Cannon types. Maybe this &amp;quot;Y&amp;quot; data was intended as the rearming rate but is unused? The next step would be to hack the &amp;quot;Y&amp;quot; values and look for any effect. It would also be interesting to hack the low bit of the &amp;quot;X&amp;quot; value and see if that has any effect, such as controlling the missile weapon firing interval behaviour (RoF changes based on attack mode), or sound effect. &lt;br /&gt;
&lt;br /&gt;
Here is X as a bitmask&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask&lt;br /&gt;
 Stingray  1  00000001&lt;br /&gt;
 Avalanche 3  00000011&lt;br /&gt;
 FBL       5  00000101&lt;br /&gt;
 Cannon    8  00001000&lt;br /&gt;
 Laser C   10 00001010&lt;br /&gt;
 Plasma C  12 00001100 &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:18, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually it looks like the low order 3 bits are just a sequence/ID number (ascending damage?). The next higher bit is launched (0) vs cannon (1).&lt;br /&gt;
&lt;br /&gt;
 Weapon    X  Bitmask  Seq Cannon?&lt;br /&gt;
 Cannon    8  00001000 0   1&lt;br /&gt;
 Stingray  1  00000001 1   0&lt;br /&gt;
 Laser C   10 00001010 2   1&lt;br /&gt;
 Avalanche 3  00000011 3   0&lt;br /&gt;
 Plasma C  12 00001100 4   1&lt;br /&gt;
 FBL       5  00000101 5   0&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:49, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
 .data:0046FB18     a_GS_CraftWeapon_Builtin&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;576, 30,  70,  70,  1, 15,   6,   1, 6&amp;gt;; stingray&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;577, 60,  80, 100,  3, 20,   3,   1, 7&amp;gt;; avalanche&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;578, 10,  25,  10,  8,  2, 200, 100, 8&amp;gt;; cannon&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;579, 65, 100, 230,  5, 25,   2,   1, 9&amp;gt;; fusion ball&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;580, 21,  35,  70, 10,  4,   0,  50, 0&amp;gt;; laser cannon&lt;br /&gt;
 .data:0046FB18                   strucCraftWeaponBuiltin &amp;lt;581, 52,  50, 140, 12,  6,   0,  50, 0&amp;gt;; plasma beam&lt;br /&gt;
&lt;br /&gt;
 00000000 Weapon_NameIdx dw ?&lt;br /&gt;
 00000002 Range         dw ?&lt;br /&gt;
 00000004 CraftWepAccuracy dw ?; chances=random(100)&amp;lt; Accuracy * (1+3/(5-ufosize))/2 =&amp;gt; Accuracy * (0.8|0.875|1|1.25|2)&lt;br /&gt;
 00000006 CraftWepDamage dw ? ; damage=(WeaponDamage+random(WeaponDamage))/2 [50-100%]&lt;br /&gt;
 00000008 reload_time_field_8 dw ? ;???? probably not used&lt;br /&gt;
 0000000A UP_Reload_time__ dw ? ; ufopaedia fire rate value&lt;br /&gt;
 0000000C MaxAmmoCount  dw ?&lt;br /&gt;
 0000000E CraftWep_RearmingRate dw ?&lt;br /&gt;
 00000010 Ammo_Ref      dw ? ;ammo blob ref, 0=ray&lt;br /&gt;
&lt;br /&gt;
Fire delay for different attack modes of different craft weapon:&lt;br /&gt;
 .data:00473FB8     a_Craft_Weapon_Reload_Time&lt;br /&gt;
 .data:00473FB8                   dw 64, 48, 32             ; stingray&lt;br /&gt;
 .data:00473FB8                   dw 96, 72, 48             ; avalanche&lt;br /&gt;
 .data:00473FB8                   dw  4,  4,  4             ; cannon&lt;br /&gt;
 .data:00473FB8                   dw 64, 48, 32             ; fusion ball&lt;br /&gt;
 .data:00473FB8                   dw 24, 24, 24             ; laser cannon&lt;br /&gt;
 .data:00473FB8                   dw 24, 24, 24             ; plasma beam&lt;br /&gt;
&lt;br /&gt;
--[[User:Volutar|Volutar]] 14:13, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== TFTD Sub weapon stats ====&lt;br /&gt;
&lt;br /&gt;
In the Steam (DOS, XcomUtil patched) version of TFTD, GEOSCAPE.EXE offset 0x665e0 is the start of the AJAX Torpedo record, the first sub weapon. Signature:&lt;br /&gt;
&lt;br /&gt;
 4002 2000 4600 3c00 0100 1100 0600 0100 0600&lt;br /&gt;
&lt;br /&gt;
: Hacking the re-arm rate works, you see faster reloading when the sub is back at base, for Ajax at least. I didn&#039;t think this worked when I tried it before in XCOM:EU. Maybe I was mistaken, or maybe it depends on the version of XCOM:EU. Or maybe it works for launched weapons, but is overridden to 100 for cannon weapons, in both games. Need to test. [[User:Spike|Spike]] 14:58, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing stats? ===&lt;br /&gt;
&lt;br /&gt;
Has someone worked out the manufacturing stats at offset &amp;lt;s&amp;gt;355596&amp;lt;/s&amp;gt; 355600 (vanilla 1.4)??&lt;br /&gt;
As far as I can see it looks like 35 records of 18 bytes&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
:See the [[PRODUCT.DAT]] page. --[[User:Zombie|Zombie]] 16:25, 24 February 2009 (CST)&lt;br /&gt;
:: ok, this is actually is a useful bit of information, I &amp;lt;s&amp;gt;would&amp;lt;/s&amp;gt; have put it in the article.. --[[User:Emphyrio|Emphyrio]] 07:06, 25 February 2009 (CST)&lt;br /&gt;
:Good deal. I also added a note to the top of [[PRODUCT.DAT]] (and linked the [[Manufacturing_Profitability]] to PRODUCT.DAT - that should&#039;ve been there, too). -[[User:MikeTheRed|MikeTheRed]] 11:17, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Bundles==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Complete Package&amp;quot; and such versions of X-Com from Steam, interestingly enough, include both versions of the game, at least .exe wise. The one that runs when you just launch from the Steam menu is the original European version, 1.2, so I wonder exactly why they included the other version. -[[User:Elliotw2|Elliotw2]] 2009-01-15 18:01:37&lt;br /&gt;
&lt;br /&gt;
:Hiya Elliotw2! I wasn&#039;t watching this page&#039;s Talk page before, but I am now.&lt;br /&gt;
:As for the various versions, I dusted off some 10 y.o. DOS floppies a few years ago. They still worked, and I ran with it (U.S. DOS v. 1.4). Although I&#039;ve read a lot about the other versions on this wiki, I&#039;ll let the other vets here address what you just said (smile). I personally would have chosen the U.S. version... Vets, why would they have both versions in the bundle, but make the default be the European version?&lt;br /&gt;
:Elliotw2, please leave a mini-review (or repeat what you just said) at [[GEOSCAPE.EXE#X-COM_Complete_Packages]] (see my new &amp;quot;mini-review&amp;quot; format request there). Sorry for the mess, newcomers - especially having this tucked away under GEOSCAPE, but it makes sense to us grognards. As always, we will change and grow as needed, and &amp;quot;us&amp;quot; easily includes &amp;quot;you&amp;quot;. For now, we&#039;re just trying to make sure that newcomers can find what they need here, and that there&#039;s a place for info on the Complete Packages to be voiced.&lt;br /&gt;
:-[[User:MikeTheRed|MikeTheRed]] 03:49, 19 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Just bought the Complete Package on Steam. Can test later today. What should I look at first? Oh, and hi all, I&#039;m new here :) --[[User:Kpobococ|kpobococ]] 06:17, 25 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hiya.  :) &lt;br /&gt;
&lt;br /&gt;
:Steam contains DOS and CE executables - the CE one is primarily there for anyone who can use it, as it&#039;s a bit faster and stabler then the DOS release, however, DOSBox is the easiest option for most people with &amp;quot;modern&amp;quot; computers.&lt;br /&gt;
&lt;br /&gt;
::DOSBox is also configured to use filter (known in DOSBox config as scaler) to enhance low resolution mode. --[[User:Kpobococ|kpobococ]] 07:58, 25 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The DOS install should be 1.4, but release notes for 1.2 do exist in the package as well. I suppose if you&#039;d like to confirm that, you could try checking the executable filesizes to determine which DOS version is in there - you can find the patches [http://www.strategycore.co.uk/files/index.php?cid=40 here] should you wish to compare some files. Filesizes and checksums for all the different EXEs of all the different releases would be great to have documented! - &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; 07:37, 25 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ll get back to you with filesizes and probably checksums too, if you can tell my which utility to use for the checksums --[[User:Kpobococ|kpobococ]] 07:58, 25 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Steam version&#039;s GEOSCAPE.EXE filesize is 382,957b (md5: 33ea0819e6888f0450f9a1e5e19dc98b; sha1: 832d78f3c9a9c50960f10473592ae2c48dc7b6a7). Also, I&#039;ve checked all the versions from strategycore, here are their sizes and checksums: v1.2: 415,271b (md5: be98b94f3f477181e186a5191a8bf36a; sha1: 29dd0f48b86f6ff3f68caa3c22303295753c240f); v1.3: 419,367b (md5: 42b5be21e24dd5b2b8088cb1f4e70aee; sha1: 54cd69cd3b9222a723eb269a7d63b7965b74b3ea); v1.4: 382,957b (md5: 33ea0819e6888f0450f9a1e5e19dc98b; sha1: 832d78f3c9a9c50960f10473592ae2c48dc7b6a7). So, the Steam version is definitely version 1.4. --[[User:Kpobococ|kpobococ]] 17:38, 25 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Difficulty patch information wrong? ==&lt;br /&gt;
&lt;br /&gt;
It appears that the information for patching the difficulty is wrong on this page.&lt;br /&gt;
&lt;br /&gt;
I have what I believe is the US version of XCOM 1.4, and I patched the file as per the data given for 1.4, and yet it still created a 60-byte IGLOB.DAT file.  Further, DOSBOX complained of illegal memory accesses after the patch (which it did not do before).&lt;br /&gt;
&lt;br /&gt;
33ea0819e6888f0450f9a1e5e19dc98b *GEOSCAPE.EXE (binary MD5SUM -- file is 382,957 bytes, created 1995-02-28 @ 10:24 PM)&lt;br /&gt;
&lt;br /&gt;
There actually was a 60 byte (0x3c) at the location given, but I have a feeling it was something other than the size_t in question.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:If you search for: &lt;br /&gt;
&amp;lt;pre&amp;gt;3C 00 00 00 57 2B C9 49&amp;lt;/pre&amp;gt; &lt;br /&gt;
:you will fined the iglob.dat length for all versions of UFO. --[[User:BladeFireLight|BladeFireLight]] 19:45, 16 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, that was my fault, I just put the same value as was in 1.0.  It&#039;s corrected now.&lt;br /&gt;
[[User:Hatfarm|Hatfarm]] 18:45, 5 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I tried that out, it seems to work perfectly.  Thank you both!  FYI; the above is the XCOM package available from &amp;lt;s&amp;gt;GOG.com&amp;lt;/s&amp;gt; Direct2Drive.   [[User:Renegrade|Renegrade]] 20:23, 17 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is there a patched Geoscape.exe floating around anywhere, so I could fix the bug without using a hex editor? This bug is the reason I haven&#039;t played UFO for years. [[User:Magic9mushroom|Magic9mushroom]] 06:10, 6 February 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wacky TFTD Zone ==&lt;br /&gt;
&lt;br /&gt;
I shot a sub down near Easter Island in the South Pacific, assaulted it, and the XCOM Activity score was credited to Egyptian Cartel. I was nowhere near Egypt, all month long. Is that a weird Zone polygon, or is it just a bug? [[User:Spike|Spike]] 19:03, 7 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien equipment tables ==&lt;br /&gt;
&lt;br /&gt;
Dos Geoscape.exe at 0x599A5&lt;br /&gt;
MS-Edit @100 columns: Line: 3671 col: 14&lt;br /&gt;
&lt;br /&gt;
CE executable at 0x72D68&lt;br /&gt;
MS-Edit @100 columns: Line: 4704 col: 77 &lt;br /&gt;
&lt;br /&gt;
TFTD CE version starts at 0x7DAB8 &lt;br /&gt;
TFTD Dos at 0x69E84 (Approx) &lt;br /&gt;
&lt;br /&gt;
55 rows of 21 byte structures. &lt;br /&gt;
&lt;br /&gt;
A short digest from [[Alien Weapon Loadouts]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;00&#039;&#039;&#039;: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)&lt;br /&gt;
:&#039;&#039;&#039;01&#039;&#039;&#039;: Alien rank&lt;br /&gt;
:&#039;&#039;&#039;02&#039;&#039;&#039;: Base number of aliens on Beginner / Experienced&lt;br /&gt;
:&#039;&#039;&#039;03&#039;&#039;&#039;: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)&lt;br /&gt;
:&#039;&#039;&#039;04&#039;&#039;&#039;: A random number from 0 to this number will be added to the above number of aliens&lt;br /&gt;
:&#039;&#039;&#039;05&#039;&#039;&#039;: chance for this unit to be a &amp;quot;scout&amp;quot; and get spawned on a civ/scout node.&lt;br /&gt;
:&#039;&#039;&#039;06-10&#039;&#039;&#039; (x06-x0A): Early game loadout&lt;br /&gt;
:&#039;&#039;&#039;11-15&#039;&#039;&#039; (x0B-x0F): Mid game loadout&lt;br /&gt;
:&#039;&#039;&#039;16-20&#039;&#039;&#039; (x10-x14): Late game loadout&lt;br /&gt;
&lt;br /&gt;
The three sets are randomly selected for the aliens as they are individually generated. Set selection is likely weighted by other factors such as difficulty level. Time or score may also influence this.  Aliens races without corresponding ranks will still get created at that rank and granted the corresponding equipment set, then get demoted later.  &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 03:47, 19 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71353</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71353"/>
		<updated>2016-02-22T15:01:41Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHOOSE A VERSION FROM THE LIST AT THE BOTTOM OF THIS PAGE=&lt;br /&gt;
THE FILE ON THE MAIN LINK ABOVE IS AN EMPTY ZIP FILE. I&#039;ve done this because, when you click the link, your browser may report the file is malicious (malware or a trojan).  This has nothing to do with the contents of the file: The Extender does not contain a digital signature from a recognize authority and is available on an open site so Chrome and other AV software automatically flag it as bad.&lt;br /&gt;
&lt;br /&gt;
This is the loader for the 1994 X-COM:Enemy Unknown (UFO Defense).&lt;br /&gt;
&lt;br /&gt;
See the [[UFOextender|UFO Extender information page]] for details about options in the INI.&lt;br /&gt;
&lt;br /&gt;
= New Information=&lt;br /&gt;
*Check that the file you are downloading is a full version or a patch!&lt;br /&gt;
*Details on each version can be found in the Discussion Section.&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Morgan525&amp;diff=71352</id>
		<title>User:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Morgan525&amp;diff=71352"/>
		<updated>2016-02-22T15:00:00Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* UFO Extender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m also known as &amp;quot;Tycho&amp;quot; on StrategyCore forums. I&#039;ve been studying disassembly and C++ coding since December of 2011. This all started because I wanted to mod the tank/cannon of &#039;94 Enemy Unknown into a tank/chaingun for my own games. I started playing the DOS version but eventually switched to the CE version. At first, I focused on the sound problems which is when I started to experiment with Seb76&#039;s UFOloader. &lt;br /&gt;
&lt;br /&gt;
==[[UFOextender|UFO Extender]]==&lt;br /&gt;
This is the original program created by [[user:seb76|Seb76]] for use with &#039;&#039;Enemy Unknown&#039;&#039;. Check out the [[UFOextender|UFO Extender&#039;s Information Page]]. You can download the latest version and patches here:  [[:file:UFOLoader.zip|UFO Extender]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in the source code, it is available. Be warned you&#039;ll need to decompile the executable and be familiar with disassembly terminology to understand a lot of what the Extender does, since it inserts new lines into preexisting code. The source files for the Extender are here: [[Image:UFOExtender-src.zip]].&lt;br /&gt;
&lt;br /&gt;
==[[TFTDextender|TFTD Extender]]==&lt;br /&gt;
It adds a lot of functionality and fixes to the Collector&#039;s Edition (MS Windows version) of &#039;&#039;Terror from the Deep&#039;&#039;. Click on the title to get to the information page.&lt;br /&gt;
&lt;br /&gt;
For those interested, here is the [[:File:TFTDextender-src.zip| source code]] for the Extender.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=71342</id>
		<title>Talk:Base Defence Systems</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=71342"/>
		<updated>2016-02-20T22:43:13Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Penetration Math */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some info about TFTD to the article since it talks about TFTD too. I noticed though that some of the info conflicts with [[Base_Defense (TFTD)]] article. e.g. here it says the item limit has been raised to 110, there it says the limit is still 80. Anyhow, I can verify there&#039;s a sorting algorithm from my experience, but not much further. I wonder if it may end up preferring unresearched guns for example.. [[User:Cesium|Cesium]] 20:02, 30 December 2009 (EST)&lt;br /&gt;
:Hadn&#039;t realized that there was a page for TFTD. I just corrected it to 110 (this number is actually from the Unofficial Strategy Guide but from what I recall it is correct). About the sorting algorithm I can&#039;t confirm it. [[User:Hobbes|Hobbes]] 20:40, 30 December 2009 (EST)&lt;br /&gt;
::I just ordered a lot of Jet Harpoons, Dart Guns and Chemical Flares to a base and let the aliens find it. The equipment available in the load screen was mainly Sonic Rifles and Sonic Cannons. The Darts, Jets and Flares were not available. Something has to account for the quartermaster being sane, and we do know some attention was given to base defense (since the item limit was raised). I guess only way to be sure is for someone to disassemble the executable and examine the code.... [[User:Cesium|Cesium]] 09:35, 31 December 2009 (EST)&lt;br /&gt;
:::Well the quartermaster is mostly sane. However it does not check if you have researched the clip before it packs the shiny new Sonics. So be sure to move them out if you have not or you might end up with lots of guns without ammo. If you want Medikits be sure to reduce the number of spare weapons--[[User:Tauon|Tauon]] 19:32, 16 October 2010 (EDT)&lt;br /&gt;
Not sure the 110 number for TFTD is technically correct. When I try to load more than 80 items on a craft I still get a warning. --[[User:Zombie|Zombie]] 22:31, 30 December 2009 (EST)&lt;br /&gt;
:The limit for weapons being carried in craft is still 80 but for the base defense missions the game allows for 110 items. [[User:Hobbes|Hobbes]] 22:56, 30 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Penetration Math ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...Missile/Torpedo Defences are the most cost-effective of the defensive base facilities. The odds of penetrating 12 such modules and a Grav/Bombardment Shield are 30 to 1. On average, 30 attack ships will be destroyed before one gets through. Such a system costs $3.7 million. For the same price, 3 Fusion Ball/P.W.T. Defences with a Grav/Bombardment Shield will offer only 9 to 1 protection...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Huh?  Where is this math coming from?  From the way I understand it, it&#039;s a simple binomial distribution (at least for exclusively one type of base defense module).&lt;br /&gt;
&lt;br /&gt;
In order to bring down a battleship (3200 hits) you need to connect 7 rounds from a missile defense (500 damage).  With 12 missile defenses and a grav shield, you have 24 bernoulli trials with a 50% probability of success.  The probability of 6 successes or fewer out of 24 trials at 50% I believe is ~0.01133, or 1 out of about 88 ships getting through your defenses.  I calculated this in excel via =BINOM.DIST(6,24,0.5,TRUE) so I am confident it is correct.&lt;br /&gt;
&lt;br /&gt;
In the fusion ball case, I believe it is 2 or fewer successes out of 6 trials with 80% probability, =BINOM.DIST(2,6,0.8,TRUE), 0.01696, or 1 out of about 59 ships getting through.&lt;br /&gt;
&lt;br /&gt;
While the original point still stands with my math (missile is more cost effective than fusion), the odds of penetrating either setup are greatly reduced, as is the difference between the performance of the two.  Perhaps I do not properly understand the mechanics of base defense modules, or screwed up my thinking or math somewhere along the way.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jewcifer|Jewcifer]] 12:57, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not sure if the page mentions it (I&#039;ve only got time for a quick skim right now), but to further complicate matters the amount of damage the defences do per-shot is randomised. I think it goes from about 50% to 150% of their rated power, can&#039;t remember if I was ever able to confirm an exact range. Seven shots from a missile defence may not be enough to down a battleship. - &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; 17:39, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmmm, I have seen no mention of variable damage either in-game or anywhere on this wiki (I&#039;ve been reading through it quite extensively for months before finally getting around to signing up a couple days ago).  I think that information should be determined and put somewhere (this article is probably as good a place as any for it).  I&#039;m not likely to do that myself (would probably require either extensive simulation or disassembling and hunting through the executable code to determine the range?), but if anyone else does I will run the different calculations appropriately.  If the range is 50%-150% it should be only slightly more likely for ships to penetrate in these cases (but not nearly enough to account for the discrepancy), but perhaps if the range is more like 50%-100% (like craft weapons) they would match up with what&#039;s in the article. --[[User:Jewcifer|Jewcifer]] 12:24, 21 March 2012 (EDT)&lt;br /&gt;
:::I am 100% sure that damage to UFOs from base defences is variable. I have seen Battleships both die and not die from 2 hits with a Fusion Ball Defence while I was using the Battleship Farming exploit. [[User:Magic9mushroom|Magic9mushroom]] 18:19, 21 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, a defense module may deal more then 100% of its rated damage. I&#039;ve seen two fusion ball shots take out a battleship, and I&#039;ve seen some require four - the vast majority drop after three. This &amp;quot;proves&amp;quot; a minimum range of 66%-133% (the damage averages required to achieve 2-4 hit take-downs), which strongly suggests the actual range is 50%-150%.&lt;br /&gt;
&lt;br /&gt;
:::Much of the information on this wiki is written off the top of someone&#039;s head, especially articles like this one that deal less in hard statistics and more on handing out strategies and tactics (it doesn&#039;t even mention how much damage needs to be done to shoot down a battleship!). Many such errors are only corrected when newcomers come along and spot them. There are plenty there, though, so don&#039;t be afraid to question anything you see or correct anything you are certain to be wrong. - &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; 04:42, 22 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thanks guys.  Initially I tried to work out a mathematical approach using the probability density function of an irwin–hall distribution, but dealing with variable n due to the accuracy aspect made it way too complicated and confusing for me to handle.  Yikes.&lt;br /&gt;
::::So I did what any sensible programmer would do and wrote a quick script to run monte carlo simulations of x-com base defense.  I ran 1,500,000 simulations of both of the above scenarios for damage ranges of 100%-100%, 50%-100%, 50%-150%, and 0%-200% (using a discrete uniform distribution within the range).  The output is the damage range formula used, the base defense setup (i.e. number of shots, damage, and accuracy), and the average number of attacking ships needed for one to get through:&lt;br /&gt;
 100%-100%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 89.46 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 59.12 ships&lt;br /&gt;
 &lt;br /&gt;
 50%-100%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 11.63 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 07.88 ships&lt;br /&gt;
 &lt;br /&gt;
 50%-150%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 67.75 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 25.19 ships&lt;br /&gt;
 &lt;br /&gt;
 0%-200%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 31.32 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 10.86 ships&lt;br /&gt;
::::Nicely enough, the 100%-100% numbers (fixed damage) match my earlier calculations reasonably well, and it seems the 0%-200% numbers are very close to what is in the article!  So I think unless someone verifies or is already quite confident the damage range is something other than 0 to double, or maybe has some non-uniform distribution, I&#039;ll leave it alone.&lt;br /&gt;
::::I do think this article should mention somewhere that the damage is a variable range.  Perhaps go ahead and say 0%-200%, with a note that this maybe should be verified?&lt;br /&gt;
::::Thanks again for the replies!&lt;br /&gt;
::::--[[User:Jewcifer|Jewcifer]] 11:36, 29 March 2012 (EDT)&lt;br /&gt;
Monte Carlo method should be able to find the damage range, actually. Given a save with a Battleship inbound on a base with 10 Fusion Ball Defences + Grav Shield, one would save-scum (or just keep playing while leaving the Battleship swarms alone) and record the number of Fusion Ball hits needed to down the Battleship on each attempt. If it&#039;s 50%-150% (as I suspect it is), then the chance in Collector&#039;s Edition (3000 Battleship health) should be 1/8 (12.50%) to down it in two hits, 5/6 (83.33%) to down it in three hits or less, and 383/384 (99.74%) to down it in four hits or less (five hits gives certainty). In DOS (3200 Battleship health) it should be 1/18 (5.56%) to down it in two hits, 241/243 (99.18%) to down it in four hits or less and 933119/933120 (99.9999%) to down it in five hits or less (six hits gives certainty; three hits is more complicated and I CBF doing it right now). If it&#039;s 0%-200% then the chance to down it in two hits should be 9/32 (28.12%) in CE and 2/9 (22.22%) in DOS, the chance to down it in three hits or less should be under 5/6 (83%), the chance to down it in four hits should be under 23/24 (96%) and the chance to down it in five hits should be under 119/120 (99.2%) (in all cases by a decent margin, since that&#039;s actually the chance of doing under 2400 damage). My recollections don&#039;t match that latter set of numbers (I&#039;ve &#039;&#039;never&#039;&#039; seen four hits fail to down a Battleship in CE, and two-hit kills are fairly rare) but I could be wrong. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:22, 18 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:After analyzing the CE code, it seems the damage range is 50-150%. - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 03:52, 20 February 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=71337</id>
		<title>Talk:Base Defence Systems</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=71337"/>
		<updated>2016-02-20T08:52:28Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Penetration Math */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some info about TFTD to the article since it talks about TFTD too. I noticed though that some of the info conflicts with [[Base_Defense (TFTD)]] article. e.g. here it says the item limit has been raised to 110, there it says the limit is still 80. Anyhow, I can verify there&#039;s a sorting algorithm from my experience, but not much further. I wonder if it may end up preferring unresearched guns for example.. [[User:Cesium|Cesium]] 20:02, 30 December 2009 (EST)&lt;br /&gt;
:Hadn&#039;t realized that there was a page for TFTD. I just corrected it to 110 (this number is actually from the Unofficial Strategy Guide but from what I recall it is correct). About the sorting algorithm I can&#039;t confirm it. [[User:Hobbes|Hobbes]] 20:40, 30 December 2009 (EST)&lt;br /&gt;
::I just ordered a lot of Jet Harpoons, Dart Guns and Chemical Flares to a base and let the aliens find it. The equipment available in the load screen was mainly Sonic Rifles and Sonic Cannons. The Darts, Jets and Flares were not available. Something has to account for the quartermaster being sane, and we do know some attention was given to base defense (since the item limit was raised). I guess only way to be sure is for someone to disassemble the executable and examine the code.... [[User:Cesium|Cesium]] 09:35, 31 December 2009 (EST)&lt;br /&gt;
:::Well the quartermaster is mostly sane. However it does not check if you have researched the clip before it packs the shiny new Sonics. So be sure to move them out if you have not or you might end up with lots of guns without ammo. If you want Medikits be sure to reduce the number of spare weapons--[[User:Tauon|Tauon]] 19:32, 16 October 2010 (EDT)&lt;br /&gt;
Not sure the 110 number for TFTD is technically correct. When I try to load more than 80 items on a craft I still get a warning. --[[User:Zombie|Zombie]] 22:31, 30 December 2009 (EST)&lt;br /&gt;
:The limit for weapons being carried in craft is still 80 but for the base defense missions the game allows for 110 items. [[User:Hobbes|Hobbes]] 22:56, 30 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Penetration Math ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...Missile/Torpedo Defences are the most cost-effective of the defensive base facilities. The odds of penetrating 12 such modules and a Grav/Bombardment Shield are 30 to 1. On average, 30 attack ships will be destroyed before one gets through. Such a system costs $3.7 million. For the same price, 3 Fusion Ball/P.W.T. Defences with a Grav/Bombardment Shield will offer only 9 to 1 protection...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Huh?  Where is this math coming from?  From the way I understand it, it&#039;s a simple binomial distribution (at least for exclusively one type of base defense module).&lt;br /&gt;
&lt;br /&gt;
In order to bring down a battleship (3200 hits) you need to connect 7 rounds from a missile defense (500 damage).  With 12 missile defenses and a grav shield, you have 24 bernoulli trials with a 50% probability of success.  The probability of 6 successes or fewer out of 24 trials at 50% I believe is ~0.01133, or 1 out of about 88 ships getting through your defenses.  I calculated this in excel via =BINOM.DIST(6,24,0.5,TRUE) so I am confident it is correct.&lt;br /&gt;
&lt;br /&gt;
In the fusion ball case, I believe it is 2 or fewer successes out of 6 trials with 80% probability, =BINOM.DIST(2,6,0.8,TRUE), 0.01696, or 1 out of about 59 ships getting through.&lt;br /&gt;
&lt;br /&gt;
While the original point still stands with my math (missile is more cost effective than fusion), the odds of penetrating either setup are greatly reduced, as is the difference between the performance of the two.  Perhaps I do not properly understand the mechanics of base defense modules, or screwed up my thinking or math somewhere along the way.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jewcifer|Jewcifer]] 12:57, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not sure if the page mentions it (I&#039;ve only got time for a quick skim right now), but to further complicate matters the amount of damage the defences do per-shot is randomised. I think it goes from about 50% to 150% of their rated power, can&#039;t remember if I was ever able to confirm an exact range. Seven shots from a missile defence may not be enough to down a battleship. - &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; 17:39, 16 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmmm, I have seen no mention of variable damage either in-game or anywhere on this wiki (I&#039;ve been reading through it quite extensively for months before finally getting around to signing up a couple days ago).  I think that information should be determined and put somewhere (this article is probably as good a place as any for it).  I&#039;m not likely to do that myself (would probably require either extensive simulation or disassembling and hunting through the executable code to determine the range?), but if anyone else does I will run the different calculations appropriately.  If the range is 50%-150% it should be only slightly more likely for ships to penetrate in these cases (but not nearly enough to account for the discrepancy), but perhaps if the range is more like 50%-100% (like craft weapons) they would match up with what&#039;s in the article. --[[User:Jewcifer|Jewcifer]] 12:24, 21 March 2012 (EDT)&lt;br /&gt;
:::I am 100% sure that damage to UFOs from base defences is variable. I have seen Battleships both die and not die from 2 hits with a Fusion Ball Defence while I was using the Battleship Farming exploit. [[User:Magic9mushroom|Magic9mushroom]] 18:19, 21 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, a defense module may deal more then 100% of its rated damage. I&#039;ve seen two fusion ball shots take out a battleship, and I&#039;ve seen some require four - the vast majority drop after three. This &amp;quot;proves&amp;quot; a minimum range of 66%-133% (the damage averages required to achieve 2-4 hit take-downs), which strongly suggests the actual range is 50%-150%.&lt;br /&gt;
&lt;br /&gt;
:::Much of the information on this wiki is written off the top of someone&#039;s head, especially articles like this one that deal less in hard statistics and more on handing out strategies and tactics (it doesn&#039;t even mention how much damage needs to be done to shoot down a battleship!). Many such errors are only corrected when newcomers come along and spot them. There are plenty there, though, so don&#039;t be afraid to question anything you see or correct anything you are certain to be wrong. - &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; 04:42, 22 March 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thanks guys.  Initially I tried to work out a mathematical approach using the probability density function of an irwin–hall distribution, but dealing with variable n due to the accuracy aspect made it way too complicated and confusing for me to handle.  Yikes.&lt;br /&gt;
::::So I did what any sensible programmer would do and wrote a quick script to run monte carlo simulations of x-com base defense.  I ran 1,500,000 simulations of both of the above scenarios for damage ranges of 100%-100%, 50%-100%, 50%-150%, and 0%-200% (using a discrete uniform distribution within the range).  The output is the damage range formula used, the base defense setup (i.e. number of shots, damage, and accuracy), and the average number of attacking ships needed for one to get through:&lt;br /&gt;
 100%-100%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 89.46 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 59.12 ships&lt;br /&gt;
 &lt;br /&gt;
 50%-100%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 11.63 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 07.88 ships&lt;br /&gt;
 &lt;br /&gt;
 50%-150%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 67.75 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 25.19 ships&lt;br /&gt;
 &lt;br /&gt;
 0%-200%&lt;br /&gt;
 24 shots,	500 damage,	50% accuracy:&lt;br /&gt;
 31.32 ships&lt;br /&gt;
 6 shots,	1200 damage,	80% accuracy:&lt;br /&gt;
 10.86 ships&lt;br /&gt;
::::Nicely enough, the 100%-100% numbers (fixed damage) match my earlier calculations reasonably well, and it seems the 0%-200% numbers are very close to what is in the article!  So I think unless someone verifies or is already quite confident the damage range is something other than 0 to double, or maybe has some non-uniform distribution, I&#039;ll leave it alone.&lt;br /&gt;
::::I do think this article should mention somewhere that the damage is a variable range.  Perhaps go ahead and say 0%-200%, with a note that this maybe should be verified?&lt;br /&gt;
::::Thanks again for the replies!&lt;br /&gt;
::::--[[User:Jewcifer|Jewcifer]] 11:36, 29 March 2012 (EDT)&lt;br /&gt;
Monte Carlo method should be able to find the damage range, actually. Given a save with a Battleship inbound on a base with 10 Fusion Ball Defences + Grav Shield, one would save-scum (or just keep playing while leaving the Battleship swarms alone) and record the number of Fusion Ball hits needed to down the Battleship on each attempt. If it&#039;s 50%-150% (as I suspect it is), then the chance in Collector&#039;s Edition (3000 Battleship health) should be 1/8 (12.50%) to down it in two hits, 5/6 (83.33%) to down it in three hits or less, and 383/384 (99.74%) to down it in four hits or less (five hits gives certainty). In DOS (3200 Battleship health) it should be 1/18 (5.56%) to down it in two hits, 241/243 (99.18%) to down it in four hits or less and 933119/933120 (99.9999%) to down it in five hits or less (six hits gives certainty; three hits is more complicated and I CBF doing it right now). If it&#039;s 0%-200% then the chance to down it in two hits should be 9/32 (28.12%) in CE and 2/9 (22.22%) in DOS, the chance to down it in three hits or less should be under 5/6 (83%), the chance to down it in four hits should be under 23/24 (96%) and the chance to down it in five hits should be under 119/120 (99.2%) (in all cases by a decent margin, since that&#039;s actually the chance of doing under 2400 damage). My recollections don&#039;t match that latter set of numbers (I&#039;ve &#039;&#039;never&#039;&#039; seen four hits fail to down a Battleship in CE, and two-hit kills are fairly rare) but I could be wrong. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:22, 18 February 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
:From looking at the CE code the damage range is 50-150%. - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 03:52, 20 February 2016 (EST)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71336</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71336"/>
		<updated>2016-02-20T08:11:38Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHOOSE A VERSION FROM THE LIST AT THE BOTTOM OF THIS PAGE=&lt;br /&gt;
THE FILE ON THE MAIN LINK ABOVE IS AN EMPTY ZIP FILE. I&#039;ve done this because, when you click the link, your browser may report the file is malicious (malware or a trojan).  This has nothing to do with the contents of the file: The Extender does not contain a digital signature from a recognize authority and is available on an open site so Google automatically flags it as bad.&lt;br /&gt;
&lt;br /&gt;
This is the loader for the 1994 X-COM:Enemy Unknown (UFO Defense).&lt;br /&gt;
&lt;br /&gt;
See the [[UFOextender|UFO Extender information page]] for details about options in the INI.&lt;br /&gt;
&lt;br /&gt;
= New Information=&lt;br /&gt;
*Check that the file you are downloading is a full version or a patch!&lt;br /&gt;
*Details on each version can be found in the Discussion Section.&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71335</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71335"/>
		<updated>2016-02-20T08:10:26Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=CHOOSE A VERSION FROM THE LIST AT THE BOTTOM OF THIS PAGE=&lt;br /&gt;
&lt;br /&gt;
This is the loader for the 1994 X-COM:Enemy Unknown (UFO Defense).&lt;br /&gt;
&lt;br /&gt;
See the [[UFOextender|UFO Extender information page]] for details about options in the INI.&lt;br /&gt;
&lt;br /&gt;
*Check that the file you are downloading is a full version or a patch!&lt;br /&gt;
*Details on each version can be found in the Discussion Section.&lt;br /&gt;
&lt;br /&gt;
= New Information=&lt;br /&gt;
&lt;br /&gt;
THE FILE ON THE MAIN LINK ABOVE IS AN EMPTY ZIP FILE. I&#039;ve done this because, when you click the link, your browser may report the file is malicious (malware or a trojan).  This has nothing to do with the contents of the file: The Extender does not contain a digital signature from a recognize authority and is available on an open site so Google automatically flags it as bad.&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71332</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71332"/>
		<updated>2016-02-20T01:33:51Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the loader for the 1994 X-COM:Enemy Unknown (UFO Defense)&lt;br /&gt;
&lt;br /&gt;
See the [[UFOextender|UFO Extender information page]] for details about options in the INI.&lt;br /&gt;
&lt;br /&gt;
=CHOOSE A VERSION FROM THE LIST AT THE BOTTOM OF THIS PAGE=&lt;br /&gt;
&lt;br /&gt;
*Check that the file you are downloading is a full version or a patch!&lt;br /&gt;
*Details on each version can be found in the Discussion Section.&lt;br /&gt;
&lt;br /&gt;
= New Information=&lt;br /&gt;
&lt;br /&gt;
THE FILE ON THE MAIN LINK ABOVE IS AN EMPTY ZIP FILE. I&#039;ve done this because, when you click the link, your browser may report the file is malicious (malware or a trojan).  This has nothing to do with the contents of the file: The Extender does not contain a digital signature from a recognize authority and is available on an open site.  Choose the latest version from the list below. You&#039;ll need a full version and latest patch if this is your first time to try the Extender.&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71329</id>
		<title>File:UFOLoader.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLoader.zip&amp;diff=71329"/>
		<updated>2016-02-19T09:17:17Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: Morgan525 uploaded a new version of &amp;amp;quot;File:UFOLoader.zip&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the loader for the 1994 X-COM:Enemy Unknown (UFO Defense)&lt;br /&gt;
See the [[UFOextender|UFO Extender information page]] for details about options in the INI.&lt;br /&gt;
&lt;br /&gt;
=CHOOSE A VERSION FROM THE LIST AT THE BOTTOM OF THIS PAGE=&lt;br /&gt;
*Check that the file you are downloading is a full version or a patch!&lt;br /&gt;
*Details on each version can be found in the Discussion Section.&lt;br /&gt;
&lt;br /&gt;
= New Information=&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Morgan525&amp;diff=71309</id>
		<title>User:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Morgan525&amp;diff=71309"/>
		<updated>2016-02-18T11:53:54Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m also known as &amp;quot;Tycho&amp;quot; on StrategyCore forums. I&#039;ve been studying disassembly and C++ coding since December of 2011. This all started because I wanted to mod the tank/cannon of &#039;94 Enemy Unknown into a tank/chaingun for my own games. I started playing the DOS version but eventually switched to the CE version. At first, I focused on the sound problems which is when I started to experiment with Seb76&#039;s UFOloader. &lt;br /&gt;
&lt;br /&gt;
==[[UFOextender|UFO Extender]]==&lt;br /&gt;
This is the original program created by [[user:seb76|Seb76]] for use with &#039;&#039;Enemy Unknown&#039;&#039;. Check out the [[UFOextender|UFO Extender&#039;s Information Page]]. You can download the latest version and patches here:  [[:file:UFOextender1.33.zip|UFO Extender]].&lt;br /&gt;
&lt;br /&gt;
Here is the archive page for older versions: [[:file:UFOLoader.zip|UFOextender]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in the source code, it is available. Be warned you&#039;ll need to decompile the executable and be familiar with disassembly terminology to understand a lot of what the Extender does, since it inserts new lines into preexisting code. The source files for the Extender are here: [[Image:UFOExtender-src.zip]].&lt;br /&gt;
&lt;br /&gt;
==[[TFTDextender|TFTD Extender]]==&lt;br /&gt;
It adds a lot of functionality and fixes to the Collector&#039;s Edition (MS Windows version) of &#039;&#039;Terror from the Deep&#039;&#039;. Click on the title to get to the information page.&lt;br /&gt;
&lt;br /&gt;
For those interested, here is the [[:File:TFTDextender-src.zip| source code]] for the Extender.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=71307</id>
		<title>UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOextender&amp;diff=71307"/>
		<updated>2016-02-18T11:46:22Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the loader for Enemy Unknown, created by [[user:seb76|Seb76]] and further developed by [[User:Morgan525|Tycho]], which adds fixes, more features, and improvements to the Collector&#039;s Edition (a.k.a. CE or Gold Edition) of the game. &lt;br /&gt;
[[File:X-com1994cover.jpg|480px|right|]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it doesn&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). &lt;br /&gt;
Of course, if your computer starts pestering you to play &amp;quot;Global Thermonuclear War&amp;quot;, I don&#039;t take any responsibility...&lt;br /&gt;
&lt;br /&gt;
This program only works with the Windows version &#039;&#039;&#039;and will not work through DOSbox&#039;&#039;&#039;. There will not be a DOS-compatible version.&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it.--[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
&lt;br /&gt;
#Download the version you want and/or patches. [http://ufopaedia.org/index.php?title=File:UFOextender1.33.zip &#039;&#039;&#039;UFO Extender Download Page&#039;&#039;&#039;]&lt;br /&gt;
#Extract these files into the game folder containing the UFO Defense.exe (or whatever the windows version of Enemy Unknown executable is on your machine.)&lt;br /&gt;
#Using a simple text editor (like Windows notepad), open the &#039;&#039;&#039;UFOextender.INI&#039;&#039;&#039; file and enable the options you wish to use. &lt;br /&gt;
#*For most options, you enable it by changing the value from zero to one. Some options do have more settings. Refer to this page or the README file for more information on each one.&lt;br /&gt;
#Run &#039;&#039;UFOloader.exe&#039;&#039; instead of UFO Defense.exe.&lt;br /&gt;
&lt;br /&gt;
*You need a program that can extract zip files.&lt;br /&gt;
*You need the Microsoft VC++2008 redistributable package to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here].&lt;br /&gt;
*The extender looks for the file &#039;&#039;UFO Defense.exe&#039;&#039; but this can be changed under the [Loader] section of the INI.&lt;br /&gt;
*For enhanced music, you will need to create a folder called MP3 in the same folder as your UFO Defense executable. Copy the music files to this folder.&lt;br /&gt;
** You need to have Windows Media Player installed for versions before 1.30, if you wish to use the enhanced music.&lt;br /&gt;
&lt;br /&gt;
=== FAQs ===&lt;br /&gt;
*Does it fix the difficulty bug?&lt;br /&gt;
::The infamous difficulty bug only applies to the DOS version of the game. It was never an issue with the Windows version.&lt;br /&gt;
*MP3 music crashes the game or doesn&#039;t work&lt;br /&gt;
::Prior to version 1.30, the loader played the enhanced music through the OS. Audio codecs installed by other programs can interfere with the playback. This causes no music or an error which will force the game to exit. Some people have experienced this after upgrading their OS even though no other changes were made and music played prior to the upgrade.  &#039;&#039;Someone has developed a good method to help isolate and maybe resolve these  conflicts.   See [[TFTDextender#FAQs| TFTDextender FAQs]]. Otherwise, the only solution is to uninstall whatever audio/video programs you have loaded to determine the source and solution to the problem.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Starting with version 1.30, the Extender plays enhanced music utilizing the BASS audio library and sound system[http://www.un4seen.com]&#039;&#039;&#039;.&lt;br /&gt;
* Can I change the music/SFX volume || The music is louder than the DOS version.&lt;br /&gt;
::The original game only selects the effect/music to be played and then sends data to the OS sound layer.The Windows version uses MIDI for music since, prior to Windows Vista, there were separate volume controls for WAV and MIDI. An entire new routine to create new buffers for each sound sample would be required as well as routines to allow volume controls in-game.&lt;br /&gt;
::&#039;&#039;&#039;Version 1.33 plays all sounds through the BASS audio system and provides separate volume controls for music and SFX.&#039;&#039;&#039;&lt;br /&gt;
*&amp;quot;X-COM crashed at 0x45E6A5 with error ...&amp;quot;&lt;br /&gt;
::Usually this occurs when playing with a mod program that splits the executable in order to run.  A part that gets altered during the split conflicts with the Extender&#039;s option to &amp;quot;skip the intro&amp;quot;.  Disabling this option in the Extender will stop the error.&lt;br /&gt;
*&amp;quot;X-COM crashed at 0x7------- with error ...&amp;quot; (when quitting the game or starting combat)&lt;br /&gt;
::This will occur after the player has viewed one of the aircraft pages in the in-game Ufopaedia.  When the game loads the various graphic files of the in-game UFOpaedia, it uses a designated memory block to store the graphic information and swaps the data in this section as needed (to conserve memory usage, I suppose: It was a DOS game originally.) The file TAC00.SCR is used as the template for this region. Unfortunately, the SPK files for each aircraft are several bytes larger than TAC00.SCR, so the memory region&#039;s &amp;quot;header&amp;quot;(?) is partially overwritten. When GEOSCAPE or BATTLESCAPE closes and starts to free the memory regions, the memory deallocate function crashes when it attempts to read the corrupted information.  I expanded TAC00.SCR to compensate for the larger SPK files. [[:file:TAC00.zip|Download it here.]] Extract the file into the UFOGRAPH folder and overwrite the current one.&lt;br /&gt;
*The zip only contains a single file called &#039;&#039;patcher.dll&#039;&#039;. Where is the rest of the loader?&lt;br /&gt;
::The minor versions (aka patches) only include an update to this file. For the other files you need to download the most recent major version. If you look at the page for the zip file, you will see a link to the most current release at the top of the page, information on the release, and then beneath that you will see a table that has links to all the previous releases, with the version number listed in the comments field. This is intentional so patches can be downloaded and installed easily without fear of overwriting a custom INI file by mistake.&lt;br /&gt;
*Using Extender in Steam (seamlessly) [aka attempting to run Extender directly from the Steam interface]&lt;br /&gt;
::I suggest seeking help on the Steam forums. For most digital downloads, the Windows version can be run independently and that is the only method for which I am able to help. You might also try [[XcomUtil#XcomUtil_.2B_UFO_Extender| the UFOpaedia XCOMutil page]] where some information is available.&lt;br /&gt;
*I don&#039;t recover clips in missions. // I am losing ammo in every mission.&lt;br /&gt;
:: This usually occurs with people playing Extender and XcomUtil.  Each has a different way to fix the partial-clips-lost issue and are incompatible.&lt;br /&gt;
*The text in the mission debriefing that is associated with the &#039;Wreck Analysis&#039; mod is incomprehensible.&lt;br /&gt;
:: An altered version of the ENGLISH.DAT file that came with some early versions of the Extender has an error.  Restoring this file to its original should fix this.&lt;br /&gt;
*My anti-virus software reports that the Extender is a trojan or malicious software.&lt;br /&gt;
:: Anti-virus companies are extremely sensitive to malicious software which means that software from private individuals can be falsely reported as a problem and be removed or quarantined.  The Extender works by loading the game and then altering the game code that resides in memory.  This behavior is similar to those of malicious software so AV programs may identify the Extender as such.  When they do this, you&#039;ll need to locate the appropriate section in the AV software and reinstate the Extender. Even if your AV software is working fine with the Extender currently, it is recommended that you add an exception for the extender in your anti-virus settings (or add it to a &amp;quot;safe&amp;quot; list for some software versions.)  The terminology and methods for each AV software are different so please consult the help section of your particular AV program.&lt;br /&gt;
&lt;br /&gt;
=== Some Disclaimers===&lt;br /&gt;
:&#039;&#039;&#039;Extender and XcomUtil&#039;&#039;&#039;:  When Seb76 stopped development on the Extender, both programs were fairly compatible.  Since the Extender has been developed further but XcomUtil has not, there are more areas of incompatibility now. If errors arise, it is advised to try to recreate those issues without using XcomUtil before reporting them. Even splitting the executable, as is done by XComUtil, has caused problems.&lt;br /&gt;
:&#039;&#039;&#039;Extender and other modified game executables&#039;&#039;&#039;: [such as ET_2005] These may work together but there is no guarentees. ET_2005 heavily modifies the binary and trying to patch on top of it will produce unexpected data corruption or crash the game. &lt;br /&gt;
:&#039;&#039;&#039;DAT file mod requests&#039;&#039;&#039;: DAT files modifications are not done because there are already lots of them and various data editors available to do them for yourself. This rule allows all data mods to keep working with the loader (that is why some xcomutil features should still work, as long as they are those only based on resource modifications). [prior to version 1.32]&#039;&#039;Any bug fix that requires a change to some resource data in order to compensate for the fix, will have an option to exclude the data change so that any player changes will not be overwritten.&#039;&#039; [version 1.32+] &#039;&#039;The data changes that were implemented in 1.32 will override any changes made by players for the same data block. These data changes in the Extender are applied starting at &amp;quot;Veteran&amp;quot; difficulty.  Players can choose &amp;quot;experienced&amp;quot; difficulty and chose the &amp;quot;Maximize Aliens&amp;quot; mod to play closer to the original game with harder battles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 Version 1.0~1.32=The game is fully customizable: One can play a &amp;quot;pure vanilla&amp;quot; game with only the video fixes enabled or with as many of the modifications as you want. Everything can be enabled or disabled in the loader&#039;s INI file.&lt;br /&gt;
|-| &lt;br /&gt;
 Version 1.32+=These versions a very different from all prior versions.  The goal for these versions is to provide balance to the strategy layer and increase the aggressiveness of the aliens with the difficulty level.  The difficulty one chooses at the main menu will be the default difficulty for both the strategy layer (Geoscape) and battles. Battle difficulty can be set independently in the INI for version 1.33. At lower difficulties, one will find the game not very different from the original and the methods that most players normally employ will work with no problems.   &lt;br /&gt;
&lt;br /&gt;
Many of the imbalanced aspects of the strategic layer have been corrected and the difficulty level affects the options the aliens can take in response to X-COM&#039;s interference in their agenda. Many things have been balanced by comparing each element to other elements in the game, if possible: UFO plasmas have standard ranges and power. The human plasma cannon is comparable to the aliens.  The laser cannon is more powerful than the cannon and more suited to dealing with small ~ medium range threats while the plasma cannon is better against large craft.&lt;br /&gt;
&lt;br /&gt;
Various aspects of the economy has been revised and balanced: All alien artifacts have had their production and selling prices altered, based on a relation to laser weapons. The selling price of alien artifacts is affected by the status of the member nations. The country bonuses to monthly income for good performance have been increased in 1.33.&lt;br /&gt;
&lt;br /&gt;
In previous versions, each bug fix and mod could be independently enabled or disabled by the player.  In version 1.32, this is changed so that most bug fixes are enabled by a single option and the difficulty level determines what other elements are active. Players choose which elements to play by selecting the appropriate difficulty level.&lt;br /&gt;
&lt;br /&gt;
=Difficulty Settings=&lt;br /&gt;
Here is a breakdown of features for each level of difficulty. Most of these options stack upon the ones of the previous difficulty:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Beginner&amp;lt;/u&amp;gt;&lt;br /&gt;
*All Bug Fixes enabled.&lt;br /&gt;
*Alien unit hp and stats reduced in combat. (vanilla game setting)&lt;br /&gt;
*Retaliation ships vary depending upon game time.&lt;br /&gt;
*Alien Containment is now limited to 10 aliens per facility, as per the description (the maximum is still 50 for all bases.)&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is longer.&lt;br /&gt;
*Game ends if all nations sign pacts.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Experienced&amp;lt;/u&amp;gt;&lt;br /&gt;
*Alien units have full stats in combat. (vanilla game setting)&lt;br /&gt;
*&amp;lt;s&amp;gt;Living Quarters and Laboratory use the capacities as defined in FACIL.DAT. (30 for living quarters and 10 for laboratories.)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Veteran&amp;lt;/u&amp;gt;&lt;br /&gt;
*Craft/UFO data and craft/UFO weapons stats balanced. [moved here in 1.32.2]&lt;br /&gt;
*Economic model balanced. &#039;&#039;Values may need to be tweaked depending on play testing and feedback.&#039;&#039; [moved here in 1.32.2]&lt;br /&gt;
*The selling price of alien items drops as nations sign pacts.&lt;br /&gt;
*Score for civilians higher in Terror missions. [moved here in 1.32.2]&lt;br /&gt;
*Soldier can only MC one unit per turn.&lt;br /&gt;
*UFOs take more damage before crashing.&lt;br /&gt;
*Alien Base daily penalty increases the longer the base is active.&lt;br /&gt;
*Zombies will hatch into chryssalids after several turns if fire not used against them.&lt;br /&gt;
*Alien AI in interceptions.&lt;br /&gt;
*Random elerium recovered per ball.&lt;br /&gt;
*Battleships bomb the access lift when attempting to invade an X-COM base. [moved here in 1.32.2]&lt;br /&gt;
*An additional alien mission at game start. {1.32.8}&lt;br /&gt;
*Changes to the mission routines to make harvester and abductor UFOs appear more frequently. {1.32.8}&lt;br /&gt;
*Alien leaders will only appear on &amp;quot;capital&amp;quot; ships and commanders will only be in bases. {1.32.8}&lt;br /&gt;
*Only alien soldiers and terror units are present in terror missions. {1.32.8}&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Beginner/Experienced. {1.33}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Genius&amp;lt;/u&amp;gt;&lt;br /&gt;
*Terror Site will expire even if there is an inbound dropship.&lt;br /&gt;
*Battleships can perform terror missions.&lt;br /&gt;
*&amp;lt;s&amp;gt;Alien will use base busters after failed attempts to assault an X-COM base. {1.32 only} &amp;lt;/s&amp;gt;&lt;br /&gt;
*Two additional alien missions at game start.&lt;br /&gt;
*Game ends if too many nations sign pacts.&lt;br /&gt;
*UFOs take more damage to crash than previous level.&lt;br /&gt;
*The effect of nations signing pacts on prices for alien items is higher.&lt;br /&gt;
*Alien ships attack base defenses.&lt;br /&gt;
*A Missile Defense will spend money when attacking &lt;br /&gt;
* &amp;lt;s&amp;gt;A Fusion ball defense requires 4 blaster bombs in base stores to activate.&amp;lt;/s&amp;gt; {1.32.8}Fusion Ball Defense requires 4 Fusion Bombs in base stores to activate.&lt;br /&gt;
*{1.32.8}Game will not end due to two consecutive months of extremely low scores but rather from getting high scores. The threshold value is determined by game difficulty. &lt;br /&gt;
*{1.33}When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Veteran. &lt;br /&gt;
*{1.33}Plasma Defense requires 8 units of elerium to activate.&lt;br /&gt;
*{1.33}Aliens will performing strafing or bombardment of a base after they fail to invade it:&lt;br /&gt;
**Battleships will launch bombs against random facilities.&lt;br /&gt;
**Other UFOs will attack only a limited choice of facilities.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;Superhuman&amp;lt;/u&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Aliens use base busters quicker. {1.32 only} &amp;lt;/s&amp;gt;&lt;br /&gt;
*UFOs take even more damage to crash.&lt;br /&gt;
*Three additional alien missions at game start.&lt;br /&gt;
*Aliens will conduct more terror missions as game progresses.&lt;br /&gt;
*Average amount of elerium recovered is lower.&lt;br /&gt;
*The effect of nations signing pacts on prices is severe. {1.32.8}&lt;br /&gt;
*&amp;lt;s&amp;gt;A Fusion Ball defense requires 6 blaster bombs in base stores to activate. {1.32}&amp;lt;/s&amp;gt;&lt;br /&gt;
:--------------New in version 1.33-----------------------&lt;br /&gt;
*When a UFO is destroyed during the anti-aircraft portion of base defense, the interval until the next UFO arrives is shorter than Genius. (but still longer than the original setting.)&lt;br /&gt;
*&amp;lt;u&amp;gt;After the first failed attempt to invade &#039;&#039;&#039;any&#039;&#039;&#039; base&amp;lt;/u&amp;gt;, the aliens will not attempt to invade a base again and only perform strafing or bombardment on any bases discovered.&lt;br /&gt;
&lt;br /&gt;
=Interception stances=&lt;br /&gt;
*Standoff: No changes from vanilla.&lt;br /&gt;
*Cautious: Aircraft closes to longest weapon range. {&amp;quot;True Cautious Mode enabled: With two similar weapons only one will fire until ammo is depleted before attacking with the second weapon. Cannon/beam weapons fire slower. Imparts a -15% to UFO accuracy.} Clicking on the status button again will toggle the right weapon on/off {1.33}.&lt;br /&gt;
*Standard: Aircraft will close to weapon range for both weapons and both similar weapons will fire.  Cannon/beam weapons fire at a standard rate.  &lt;br /&gt;
*Aggressive: Aircraft move as close a possible to the UFO. Cannon/beam weapons fire faster. UFOs receive a 10% bonus to hit.&lt;br /&gt;
*Abort: When alien interception AI is active, aircraft that are slower than UFO cannot automatically escape unless another craft is intercepting (or UFO gives up.) Imparts a -30% to UFO accuracy.&lt;br /&gt;
:&#039;&#039;Missiles fire rates are the same in all stances.&#039;&#039;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Extender INI references==&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Video Pitch&#039;&#039;&#039;:  fixes garbled video output due to pitch error similar to f0dder&#039;s loader.&lt;br /&gt;
* &#039;&#039;&#039;D3D&#039;&#039;&#039;: replace DirectDraw calls to Direct3D9. It sets the monitor to its default resolution and uses D3D to stretch the image on screen. It may also fix the speed issues if your video driver is configured properly. &lt;br /&gt;
* &#039;&#039;&#039;HQ4x&#039;&#039;&#039;: raise the resolution of the game and apply some filtering. It is quite CPU intensive though...&lt;br /&gt;
* &#039;&#039;&#039;Linear Filter&#039;&#039;&#039;: Enables bilinear filtering. Set to 2 to prescale the game (makes game less blurry in full screen mode).&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Width&#039;&#039;&#039;: Set the width (pixels) for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Fullscreen Height&#039;&#039;&#039;: Set the height (pixels)  for fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;D3D Windowed&#039;&#039;&#039;: run the game in a window.&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Position&#039;&#039;&#039;: set the initial position of the window in X Y cooordinates. &lt;br /&gt;
:=0 0 will have the windows placed in the upper right corner of your display.&lt;br /&gt;
:&#039;&#039;These numbers will be updated automatically if the window is moved later.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Width&#039;&#039;&#039;: set the width (pixels) of the game window. &#039;&#039;This is the actual playable area. Borders will add extra pixels to the entire window.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;D3D Window Height&#039;&#039;&#039;:set the height (pixels) of the window. &#039;&#039;The title bar and border will add to the height.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Screen Ratio&#039;&#039;&#039;: add black bars to keep aspect ratio on non 16:10 monitors (based on patch from mikawo) for full screen mode only. &#039;&#039;&#039;&#039;&#039;Use common display resolution terminology to specify the aspect ratio: 16:10, 16:9, 4:3, etc [version 1.31.5 or later.]&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;In prior versions, this setting was based on a formula with the idea that a value of 1 specified 16:10.  Players needed to calculate what this value should be depending on their monitor: For example, the formula to get a 4:3 ratio is: 4/3x = 16/10, which equals 1.2 (or 0.83333 depending on where one wishes the black bars to be on the display.) &#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Always On Top&#039;&#039;&#039;: force the window to be in the foreground.&lt;br /&gt;
* &#039;&#039;&#039;Clip Cursor&#039;&#039;&#039;: prevents the cursor from going outside the window.&lt;br /&gt;
* &#039;&#039;&#039;Scale Mouse&#039;&#039;&#039;: attempt to fix the cursor running off screen when using HQ4x and/or D3D in full screen mode.&lt;br /&gt;
* &#039;&#039;&#039;Slow Geoscape Clock&#039;&#039;&#039;: [Two Modes: =1 or =2] &lt;br /&gt;
:=1: The speed buttons reflect how fast time passes for each second of real time. &#039;&#039;Time will pass faster at the lowest rate. This option does not produces the step effect that other speed mods do. A small side effect is that the globe doesn&#039;t rotate as fast when the time frame is at a lower rate.&#039;&#039;&lt;br /&gt;
:=2: Similar to Mok&#039;s Clock mod. The buttons reflect the rate of time at which the clock will change. &#039;&#039;This option produced a jumping effect at higher time rates.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interception Delay&#039;&#039;&#039;: This will slow animations and the passage of time in interception windows. The player specifies the amount of time in milliseconds [version 1.32 or later.] &#039;&#039;Only up to 2 or 3 milliseconds should be necessary.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battlescape Delay&#039;&#039;&#039;: All animations and scroll speed will be slowed. The player chooses the amount time in milliseconds.  The value should be any number over 4. The higher the number the greater the effect. &#039;&#039;Too high and the player will experience lag. The player can further fine tune the movement speeds and shot animations from the options menu buttons.&#039;&#039;  &lt;br /&gt;
* &#039;&#039;&#039;Force Language&#039;&#039;&#039;: Tired of selecting your language every time the start the game? This is for you. Options are 1,2,or 3.&lt;br /&gt;
* &#039;&#039;&#039;Skip intro&#039;&#039;&#039;: Skip the movie when you start the program.&lt;br /&gt;
* &#039;&#039;&#039;CPU Mask&#039;&#039;&#039;: force the process on a specific processor (1 is processor 0, 2 is processor 1, 4 is processor 2, etc).&lt;br /&gt;
* &#039;&#039;&#039;High Priority&#039;&#039;&#039;: run XCOM with &amp;quot;above normal&amp;quot; priority&lt;br /&gt;
* &#039;&#039;&#039;Max FPS&#039;&#039;&#039;: limit the framerate for the ones that cannot get vsync working. Not as smooth as vsync limited, but better than nothing (only works with D3D or Video Pitch enabled). &#039;&#039;Use this as an option in conjuction with, or as an alternative to, the Geoscape Clock and Battlescape Delay mods if your still having animation speed issues or the other mods cause any lag with the mouse cursor. Use this if using Video Pitch and shot speed is too fast in battles, even with Battlescape Delay set.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doubleclick Movement&#039;&#039;&#039;: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms). Failing to doubleclick will result in no action being taken. This allows for a considerable safety margin with movement, as the default movement controls are easy to accidentally trigger on the wrong tiles.&lt;br /&gt;
* &#039;&#039;&#039;TFTD Doors&#039;&#039;&#039;: open a facing door by right-clicking. The time cost is 4 TUs.&lt;br /&gt;
* &#039;&#039;&#039;De-equip crafts&#039;&#039;&#039;: provides an option to remove a weapon from an aircraft slot.&lt;br /&gt;
[[Image:Deequip.png|center]]&lt;br /&gt;
* &#039;&#039;&#039;Reorder soldiers in craft&#039;&#039;&#039;: Move soldiers up or down via a simple interface. If you hold the mouse button for more than 200ms when clicking, the soldier will be moved to the top/bottom of the list. You can check the soldiers&#039; stats by clicking on their names.&lt;br /&gt;
[[Image:SoldiersPosition.png|center]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save Reserve Mode&#039;&#039;&#039;: keeps the chosen TU reserve mod between turns.&lt;br /&gt;
* &#039;&#039;&#039;Keep Base Navigation Modules&#039;&#039;&#039;: keeps the navigation controls that are in the base control center after a successful base assault.&lt;br /&gt;
* &#039;&#039;&#039;More Chryssalid Sound Effects&#039;&#039;&#039;: victims will howl during zombification and newly emerged Chryssalids scream.&lt;br /&gt;
* &#039;&#039;&#039;Alien Inventory&#039;&#039;&#039;: get direct access to an alien&#039;s inventory when it is mind controlled.&lt;br /&gt;
* &#039;&#039;&#039;Alien Bleeding&#039;&#039;&#039;: most aliens will suffer from fatal wounds.&lt;br /&gt;
* &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039;: Units turning in place will provoke reaction fire from enemy units that can see them.  &#039;&#039;In scenarios where a quick exchange of multiple reaction fire occurs, the weapon fire may remain what the previous reaction shot was.  Alien units with grenades may toss them in a wrong direction.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Hot grenades&#039;&#039;&#039;: &amp;lt;s&amp;gt;They do explode even when held.&amp;lt;/s&amp;gt; Grenades do not have a timer and explode after they are thrown. Only high explosives have a timer.&lt;br /&gt;
* &#039;&#039;&#039;Stunned Units KIA&#039;&#039;&#039;: Usually, unconscious units just disappear when they blow up. Now you score the kill when you blast stunned units with explosives (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
::::::::[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
:In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Blaster Bomb Drift&#039;&#039;&#039;: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore.&lt;br /&gt;
* &#039;&#039;&#039;More Smoke&#039;&#039;&#039;: set the limit of smoking tiles to 2048 (up from 400). I don&#039;t expect this to work perfectly on the first try; smoke is referenced on lots of places and I&#039;m not sure I patched everywhere needed. Report what works and what fails. &#039;&#039;You won&#039;t be able to load a saved game that used this option when this option is not enabled.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heavy laser&#039;&#039;&#039;: This adds 2 firing modes to the heavy laser. &amp;lt;s&amp;gt;Firing the weapon will cost 50 energy.&amp;lt;/s&amp;gt; &#039;&#039;version 1.31+: Each mode has a recharge time cost.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Burst mode&#039;&#039;&#039;: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points). Recharge time: 2 turns.&lt;br /&gt;
::[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Full auto&#039;&#039;&#039;: you select 2 points, the soldier will spray the area inbetween with 8 shots. Recharge time: 3 turns.&lt;br /&gt;
::[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Fest&#039;&#039;&#039;: Add the &amp;quot;Stun&amp;quot; command in the menu for most weapons. The TU/Damage is based on the weapon&#039;s class:&lt;br /&gt;
:::::::::&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Weapon Class&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Stun Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;TU %s&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Pistols&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rifles and small launcher&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;quot;Heavy&amp;quot; weapons and auto-cannon&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Launchers&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Stun Rod (unchanged)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;No Auto Wake Up&#039;&#039;&#039;: stunned unit still have their stun level decrease, but they won&#039;t wake up on there own&lt;br /&gt;
* &#039;&#039;&#039;No Alien Freak Out Messages&#039;&#039;&#039;: don&#039;t show &amp;quot;Alien Commander has panicked&amp;quot; and the like messages. &#039;&#039;With CE, you&#039;ll only see this message if the alien is visible to the player.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Auto Sell&#039;&#039;&#039;: allows the player to activate an automatic production and automatic selling mode in manufacturing. By pressing the down arrow button to reduce the quantity of desired items below zero, the mode will switch to the autosell mode, represented by three dollar signs (&amp;quot;$$$&amp;quot;). In this mode, production will never cease unless resources become unavailable, and all produced items will be immediately sold. By pressing the down arrow a second time, it will switch to autoproduce mode, represented by three asterisks (&amp;quot;***&amp;quot;). This functions in the same way as autosell, but the results will not be sold, merely stockpiled forever; caution should be used with this mode, as it can drain resources quickly&lt;br /&gt;
* &#039;&#039;&#039;Start With All Missiles&#039;&#039;&#039;: Craft cannons and ammo will be sold and an equivalent price of Avalanche launchers and missiles will be bought.  Crafts will be automatically equipped with the new items.&lt;br /&gt;
* &#039;&#039;&#039;Assign All Personnel&#039;&#039;&#039;: Set the maximum amout of scientists/engineers on a project quickly by using the down arrow when the quantity is at zero (à la ET)&lt;br /&gt;
* &#039;&#039;&#039;General Store Capacity&#039;&#039;&#039;: change the capacity of general stores (default is 50). Capped at 187 to prevent integer overflows. &#039;&#039;This is the value that the base stores will have.  Any value below below 51 is ignored and the default value is used.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rank In Inventory&#039;&#039;&#039;:  The icon for the character&#039;s rank will be displayed on the inventory screen.&lt;br /&gt;
* &#039;&#039;&#039;Show Money&#039;&#039;&#039;: shrink the clock in the date/time panel on the main geoscape screen, and adds a funds display above it. It is useful for examining remaining funds during manufacturing projects, while waiting for time to pass.&lt;br /&gt;
* &#039;&#039;&#039;Base Build Stacking&#039;&#039;&#039;: You can place base stuctures in advance. The construction will start when possible:&lt;br /&gt;
&lt;br /&gt;
:::::::[[Image:Queue1.png]] [[Image:Queue2.png]]&lt;br /&gt;
&lt;br /&gt;
:Funds are credited when you place an element. No refund is possible. There might be some issues with 2x2 structures, report any problem you encounter.&lt;br /&gt;
* &#039;&#039;&#039;Fast Base Defenses&#039;&#039;&#039;: remove the wait periods during base defense sequence. The need to press the button can be removed too&lt;br /&gt;
* &#039;&#039;&#039;Improved Laser Tank&#039;&#039;&#039;: The tank stats are improved but it requires Alien Alloys to produce. &#039;&#039;In-game UFOpaedia will display the updated information on the new tank.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Know Thy Enemy&#039;&#039;&#039;: Damage is reduced against targets until an autopsy has been preformed.  There is a small chance that a &amp;quot;lucky&amp;quot; shot will do full damage.  Explosives and Fire are not affected. &#039;&#039;The reduction only affects the damage that is applied against a unit&#039;s health not armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ablative Armor&#039;&#039;&#039;: No changes for AP weapons but armor is more effective against HE, laser, and plasma.  However, these attacks quickly reduce the armor in the location hit. In regards to the armor value used to determine stun damage applied to a target, the stun rod is treated as an AP attack but the Stun Bomb is treated like HE. &#039;&#039;Neither stun attack damages the armor.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alternate Weapon Loadouts&#039;&#039;&#039;: reduces ammo carried by the aliens. &#039;&#039;This balances the game after implementing the Recover Clip Fix.  Players will recover more clips than originally expected.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;EU2012 Item Rules&#039;&#039;&#039;: Alien weapons have a high chance to self-destruct: A unit dying to direct damage has a high chance of destroying the weapon. Explosions leave no items behind. Panicked units don&#039;t drop items. Fire is bad for high tech items.&lt;br /&gt;
* &#039;&#039;&#039;Weak Sectoids&#039;&#039;&#039;:Sectoids will have heavy plasmas replaced with rifles or pistols depending on rank. Only sectoid engineers will carry blaster launchers.&lt;br /&gt;
* &#039;&#039;&#039;Zombies Will Hatch&#039;&#039;&#039;: Zombies will automatically convert to Chryssalids after a few turns. The resulting &amp;quot;mature&amp;quot; Chryssalid will have stats based on game difficulty. Killing a zombie will result in an &amp;quot;immature&amp;quot; Chryssalid emerging.  Fire is still the only means to kill a Chryssalid in a zombie. Fire damage slows the hatching process. &#039;&#039;Any amount of fire damage will delay the Chryssalid&#039;s hatching.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Human Limits&#039;&#039;&#039;: Engineers and Scientists will work in 12 hours shifts. The project screen will assign two people per click but only one space will be used between them.  Research and production times are adjusted accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Alternate Research Tree&#039;&#039;&#039;:&lt;br /&gt;
**=1&lt;br /&gt;
***Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.&lt;br /&gt;
***Plasma weapons and Blaster Bombs require &amp;quot;help&amp;quot; from various alien engineers to obtain the knowledge to produce.&lt;br /&gt;
***Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)&lt;br /&gt;
***Only a Etheral can give the required technology to unlock Psionics. Sectoids provide other options.&lt;br /&gt;
***Improved detectors after the correct technologies have been researched or can be produced.&lt;br /&gt;
***Quicker access to Mind Shield with the right research and Psionic testing. &lt;br /&gt;
**=2	 &#039;&#039;Alternate progression for laser weapons&#039;&#039;&lt;br /&gt;
***The first breakthrough allows the production of Heavy Lasers but damage is minimal.&lt;br /&gt;
***Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty Level of Interception&#039;&#039;&#039;: adjusts the difficulty of hitting UFOs. [values from 1-5]&lt;br /&gt;
* &#039;&#039;&#039;Manual Interception Fire Mode&#039;&#039;&#039;: craft will no longer fall back when the last shot is expended or when damage is taken&lt;br /&gt;
* &#039;&#039;&#039;True Cautious Mode&#039;&#039;&#039;: craft with two similar weapons will only fire one-at-a-time and the stance gives a penalty for UFO&#039;s accuracy (-10%).&lt;br /&gt;
* &#039;&#039;&#039;Crafts Always Ready&#039;&#039;&#039;: change when craft are available after returning to base.&lt;br /&gt;
::=1 allow crafts to take off even when not 100% refueled/rearmed/repaired. &lt;br /&gt;
::=2 only damaged craft are grounded.&lt;br /&gt;
* &#039;&#039;&#039;Retaliate Against Ground Assault&#039;&#039;&#039;: Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. &#039;&#039;Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!-Seb76&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Funkers&#039;&#039;&#039;: only guys that went on the last mission are checked for promotion.&lt;br /&gt;
* &#039;&#039;&#039;Bloodthirst&#039;&#039;&#039;: compute the &amp;quot;promotion score&amp;quot; based on killing stats only&lt;br /&gt;
* &#039;&#039;&#039;Disable Base Defenses&#039;&#039;&#039;: disable the base defence mechanism. Useful if you want to use some defence modules for tactical purposes. &#039;&#039;This is unnecessary if the Base Retaliation Loop Fix is enabled, since it allows right-clicking to disable defenses.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surrender Defense Missions&#039;&#039;&#039;: [[Making_the_Game_Harder#Base_Defense | Surrender Defence Missions]]&lt;br /&gt;
* &#039;&#039;&#039;Initial Alien Bases&#039;&#039;&#039;: [[Aliens_Own_Earth | Initial Alien Bases]] &lt;br /&gt;
* &#039;&#039;&#039;Funding Council Income Only&#039;&#039;&#039;: [[Making_the_Game_Harder#Funding_Council_Income_Only | Funding Council Income Only]]&lt;br /&gt;
* &#039;&#039;&#039;Limited Military&#039;&#039;&#039;:  [[ Making_the_Game_Harder#Limited_Military | Limited Military ]]&lt;br /&gt;
* &#039;&#039;&#039;Max Aliens&#039;&#039;&#039;: Setting this will make the game treat all combat as if the game was on Superhuman difficulty despite the actual difficulty of the game. This will affect the number of aliens created and those stats which are affected by the normal rules for the difficulty setting. [&#039;&#039;Version 1.32 only&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
&#039;&#039;These fixes are &#039;&#039;&#039;not&#039;&#039;&#039; enabled by default.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Tactical Scroll&#039;&#039;&#039;: Enable/disable the fix that reduces the scroll speed in tactical mode&lt;br /&gt;
::* &#039;&#039;&#039;Animations Speed&#039;&#039;&#039;: reduce the speed of in-game animations (cursors, fire, smoke...) [&#039;&#039;moved to video in version 1.32&#039;&#039;]&lt;br /&gt;
:::: &#039;&#039;Both of these and other battlescape speed issues are addressed by the Battlescape Delay feature.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;&#039;Intro Sounds&#039;&#039;&#039;: restore the sound effects during the intro&lt;br /&gt;
::* &#039;&#039;&#039;Music Change Freeze&#039;&#039;&#039;: try to prevent the freeze that happens ingame when the MIDI music changes (experimental)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; The following fixes are enabled by default. There is no listing for each one in the INI and no other actions are required by the player to use them. Any can be disabled by copying the appropriate line(s) from the bug reference file, which is included with the Extender, to this section in the INI.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Funky_Fire | Funky fire]] fix: Fire/stun damage applied at the end of each X-Com and Alien turn. &#039;&#039;Units standing on a tile with fire will be damaged as well as those units that are immolated.&#039;&#039;&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* [[Known_Bugs#Door_jam | Door jam]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Personnel Overflow&#039;&#039;&#039;: [[ExploitsA#Robotic Factories|Robotic Factories]] / [[ExploitsA#Cybernetic Laboratories|Cybernetic Laboratories]]. You cannot get more than 255 engineers/scientists, buying more will just result in them being lost during transfer.&lt;br /&gt;
* [[Why civilians go rogue | Hostile Civilians]] fix. All units under mind control will have their proper faction restored after recovering thier wits.&lt;br /&gt;
* &#039;&#039;&#039;Crash On First Move&#039;&#039;&#039;: Fix occasional crash when moving your first unit out of the craft.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Sounds Fix&#039;&#039;&#039;: fixes problems with snakeman, celatid, and zombie movement and the mind probe and stun rod sound effects.&lt;br /&gt;
* &#039;&#039;&#039;Craft Weapon UFOpaedia Fix&#039;&#039;&#039;: Accuracy is correct, Re-load time is obtained from correct dataset, and flavor text added. UFO weapon range is now in KM and all numbers positioned better.&lt;br /&gt;
* &#039;&#039;&#039;UFOs Respond to Interception&#039;&#039;&#039;: UFOs will close to weapons range when attacked. Craft that are slower than their attacker cannot abort* but the stance does give a strong defensive bonus. Also fixes the last shot missing. [*version 1.32: slow craft with a wingman present can abort.]&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] removed.&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are removed.&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]] fixed. [[Image:Disjoint.png|center]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive (enabled by default if you use the &amp;quot;Crafts Always Ready&amp;quot; mod)&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] fixed.&lt;br /&gt;
* [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug | Displayed Base Maintenance Cost Bug]] fixed.&lt;br /&gt;
* &#039;&#039;&#039;Unconscious Unit MC fix&#039;&#039;&#039;: A unit under mind control will have the effect removed and its proper faction restored when knocked unconscious.&lt;br /&gt;
* &#039;&#039;&#039;EOB fix&#039;&#039;&#039;: Units under Mind Control are not lost if battle is won, or if they are in the xcraft when mission aborted.&lt;br /&gt;
* &#039;&#039;&#039;Tank/Cannon Ammo Storage Fix&#039;&#039;&#039;: The tank/cannon ammo will not take up room in storage similar to Craft Cannon ammo.&lt;br /&gt;
* &#039;&#039;&#039;Clip Weight Fix&#039;&#039;&#039;: Clip weight in weapons is correctly assigned to the unit and removed when the weapon leaves the unit&#039;s possession.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit MC Fix&#039;&#039;&#039;: All sections of a large unit will be correctly controlled on a successful mind control attack.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit Explosion Fix&#039;&#039;&#039;:Explosions will now only affect a large unit once and not per section.&lt;br /&gt;
* &#039;&#039;&#039;Large Unit Deaths&#039;&#039;&#039;:Certain large units will not be &amp;quot;killed&amp;quot; multiple times at the end of the turn after dying from the initial attack. [version 1.32]&lt;br /&gt;
* &#039;&#039;&#039;Alien Weapon Selection Crash Fix&#039;&#039;&#039;: fixes the crash after an alien throws a grenade and does not have another weapon available.&lt;br /&gt;
* &#039;&#039;&#039;Alien Attacks Base Location Fix&#039;&#039;&#039;:An alien that attempts to attack one of the base&#039;s areas will not crash the game.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Loadout Fix&#039;&#039;&#039;: Corrects the weapon loadout on the small scout pilot and on the abductor&#039;s leaders.&lt;br /&gt;
* &#039;&#039;&#039;Change Sectopod Laser Modifer&#039;&#039;&#039;: Removes the vulnerability to laser damage when &#039;Ablative Armor&#039; mod is active since the armor rating is directly reduced by laser damage and the unit takes damage to its accuracy rating, which is closer to the description in the ufopaedia.&lt;br /&gt;
* &#039;&#039;&#039;Armor Modifer Fix&#039;&#039;&#039;:Personal Armor is now assigned the correct category of damage modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Zombie Fix&#039;&#039;&#039;: Fixes the exploit where an MCed zombie that dies will give the player permanent control of the resulting Chryssalid. Also makes zombies to drop their weapons.&lt;br /&gt;
* &#039;&#039;&#039;No Freebies for Tanks&#039;&#039;&#039;: Available tanks during Base Defense missions will get their ammo from what is available in the base stores.&lt;br /&gt;
* &#039;&#039;&#039;Recover Clips Fix&#039;&#039;&#039;: Each ammo type on the battlefield is tallied and placed into a clip. Thus, only any leftover ammo that cannot make a full clip will be discarded.&lt;br /&gt;
* &#039;&#039;&#039;Tank Death Penalty Fix&#039;&#039;&#039;: The penalty for losing a tank is fixed at 20 points, not based on the rank of the first unit in SOLDIER.DAT&lt;br /&gt;
* &#039;&#039;&#039;Slow Death Screams on Alien Turn&#039;&#039;&#039;: puts a small delay after a death scream on the alien turn. Useful in Terror Missions for civilain deaths.&lt;br /&gt;
* &#039;&#039;&#039;Bezerk Unit Crash Fix&#039;&#039;&#039;: Tanks will not suffer moral loss, and large units or units with in-built range weapons will not go Bezerk. &lt;br /&gt;
* &#039;&#039;&#039;Explosion Fix&#039;&#039;&#039;: All explosions now behave the same for all walls. (if the proper byte for the tile is set in the MCD records.)&lt;br /&gt;
* &#039;&#039;&#039;Smoke&amp;amp;Fire Propagate Fix&#039;&#039;&#039;: Fire and smoke will not spread through solid walls. (with the same provisions as above.)&lt;br /&gt;
:&#039;&#039;The MCD records for Xcom Bases don&#039;t have the proper bit set for smoke and fire.  A corrected set of files is [[:File:XBASEx.zip | here]].&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Terror Mission Score Fix&#039;&#039;&#039;: The score for each civilian in a terror mission is now [base score / number of civilian].  [version 1.32: the total score for civilians is determined by the difficulty rating, starting with veteran difficulty. The base score is {252*difficulty rating}. If the mission is aborted the base score gets set to 1008.] &#039;&#039;Removes the land-and-abort exploit to reduce the penalty of a terror mission.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Research Medic Crash Fix&#039;&#039;&#039;: Researching an alien medic will no longer crash the game which happens under certain circumstances.&lt;br /&gt;
* &#039;&#039;&#039;Base Retaliation Loop Fix&#039;&#039;&#039;: UFOs fire on base defenses and the aliens respond more logically at failed attempts to assault a base. Missile Defenses will spend money when activated. Fusion Ball Defenses require blaster bombs in base stores to work: 4 bombs required per unit on Genius difficulty, 6 for Superhuman.&lt;br /&gt;
* &#039;&#039;&#039;Grenade Throw Test Fix&#039;&#039;&#039;: Removes the problem where units with high strength can&#039;t throw items when indoors or under something. &#039;&#039;Hypothetical: please report any issues! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alien Base Exploit Fix&#039;&#039;&#039;: The aliens&#039; monthly score for a base increases with game difficulty and the longer the base stays in operation.&lt;br /&gt;
* &#039;&#039;&#039;Base Defense Prep&#039;&#039;&#039;: Players are taken to the base editor screen before starting a base defense mission.&lt;br /&gt;
* &#039;&#039;&#039;BB Exploit Fix&#039;&#039;&#039;: Production materials are in the correct order and Sell Price adjusted.&lt;br /&gt;
* &#039;&#039;&#039;Staff Transfer Exploit Fix&#039;&#039;&#039;: Engineers and Scientists being transferred at the end of a month still get paid.&lt;br /&gt;
* &#039;&#039;&#039;Alien Psi Attack Fix&#039;&#039;&#039;: Aliens will only remember the location of an unseen target for 1 turn. &#039;&#039;Of course, a successful Psionic Attack may renew this memory.&#039;&#039; [version 1.32: aliens randomly target known units and will give preference to those units in line of sight.  Aliens are more likely to only panic units not in line of sight.]&lt;br /&gt;
&lt;br /&gt;
=== Tactical AI ===&lt;br /&gt;
*&#039;&#039;&#039;Apply&#039;&#039;&#039;: Aliens are less indecisive and more aggressive.&lt;br /&gt;
*&#039;&#039;&#039;Autofire Distance&#039;&#039;&#039;: The number of squares that if a target is within, an alien will try to use autofire against it.&lt;br /&gt;
*&#039;&#039;&#039;Snap Distance&#039;&#039;&#039;: The number of squares that an alien will use a snap shot against a target.  Otherwise, alien will try to use an aimed shot.&lt;br /&gt;
&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
*Before battle, it changes the screen like this (the psi stats are only shown when the soldier has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png|center]]&lt;br /&gt;
&lt;br /&gt;
*During a mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png|center]]&lt;br /&gt;
&lt;br /&gt;
*You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Show Grenade State: if you select a primed grenade, it&#039;ll be indicated in the description&lt;br /&gt;
*Save Equipment: automatically reequip your team with their last weapon layout (&#039;&#039;&#039;HIGHLY EXPERIMENTAL&#039;&#039;&#039;). New recruits will be given a gun and some ammo but nothing outstanding. Don&#039;t forget to properly equip them&lt;br /&gt;
*Auto Flares: automatically equip flares (if available in the craft) during night missions (only works with Save Equipment)&lt;br /&gt;
&lt;br /&gt;
=== Range Based Accuracy ===&lt;br /&gt;
This modifies the accuracy based on the distance from the target. The accuracy decreases linearly (2% per tile) when shooting beyond the limit of the firing mode:&lt;br /&gt;
* auto shot: 7 tiles&lt;br /&gt;
* snap shot: 15 tiles&lt;br /&gt;
* aimed shot: no penalty&lt;br /&gt;
These values should be considered as a first draft; they are configurable in the ini file so feel free to test other settings and report back if you find good ones.&lt;br /&gt;
&lt;br /&gt;
[[Image:Acc0000.png]] [[Image:Acc0001.png]] [[Image:Acc0002.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Advanced options&#039;&#039;&lt;br /&gt;
*Add these lines to your INI in the [Range Based Accuracy] section&lt;br /&gt;
&lt;br /&gt;
::Aimed Penalty Distance=200&lt;br /&gt;
::Auto Accuracy Dropoff=2&lt;br /&gt;
::Snap Accuracy Dropoff=2&lt;br /&gt;
::Aimed Accuracy Dropoff=3&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Change the numbers to your own personal preferences. Remember that the distance number is twice the number of hexes on the battlescape.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Line Of Fire Check ===&lt;br /&gt;
A soldier will need a line of fire toward the targeted alien to use psionic device. It is configurable for each ability:&lt;br /&gt;
&lt;br /&gt;
*Mind Control&lt;br /&gt;
*Panic&lt;br /&gt;
*Mind Probe&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
==== PSX CD ====&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter.&lt;br /&gt;
&lt;br /&gt;
==== MP3 music ====&lt;br /&gt;
If you have mp3 music files available for the game, you can use them instead of the default MIDI ones (see default ini file as an example). Note that the intro music will still use the original files.&lt;br /&gt;
&lt;br /&gt;
:Battlescape=*tactical*.mp3&lt;br /&gt;
:Start Menu=*Final Briefing*.mp3&lt;br /&gt;
:Bad Ending=*Final Briefing*.mp3&lt;br /&gt;
:Good Ending=*intercept*.mp3&lt;br /&gt;
:Geoscape=*Geoscape*.mp3&lt;br /&gt;
:Dogfight=*intercept*.mp3&lt;br /&gt;
:Mission Debriefing=*Debriefing*.mp3&lt;br /&gt;
:UFO Assault=*Briefing1.mp3&lt;br /&gt;
:Base Defense=*Briefing2.mp3&lt;br /&gt;
:Base Attack=*Briefing1.mp3&lt;br /&gt;
:Mars=*Debriefing*.mp3&lt;br /&gt;
:Terror Mission=*Briefing2.mp3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that the above files are only an example. You can change the music played during any event by changing the file name. All files must be in a folder named MP3 which should be in the same list as the SOUND folder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Initial Base ===&lt;br /&gt;
Change the layout of your starting base. &lt;br /&gt;
Possible modules:&lt;br /&gt;
*AccessLift&lt;br /&gt;
*LivingQuarters&lt;br /&gt;
*Laboratory&lt;br /&gt;
*Workshop&lt;br /&gt;
*SmallRadar&lt;br /&gt;
*LargeRadar&lt;br /&gt;
*MissileDefense&lt;br /&gt;
*GeneralStores&lt;br /&gt;
*AlienContainment&lt;br /&gt;
*LaserDefense&lt;br /&gt;
*PlasmaDefense&lt;br /&gt;
*FusionBallDefense&lt;br /&gt;
*GravShield&lt;br /&gt;
*MindShield&lt;br /&gt;
*PsionicLaboratory&lt;br /&gt;
*HyperWaveDecoder&lt;br /&gt;
*HangarTL&lt;br /&gt;
*HangarTR&lt;br /&gt;
*HangarBL&lt;br /&gt;
*HangarBR&lt;br /&gt;
*Empty&lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Craft Ready Message ===&lt;br /&gt;
A message will notify the player when a craft is ready.&lt;br /&gt;
::::::::[[Image:CraftReady.png]]&lt;br /&gt;
&lt;br /&gt;
=== Roswell mod ===&lt;br /&gt;
Make scout ships possibly crash during their missions:&lt;br /&gt;
&lt;br /&gt;
::::::::[[Image:Roswell.png]]&lt;br /&gt;
&lt;br /&gt;
It can happen to all scouts, either detected or not. Crashed UFOs will be made visible so that you can initiate recovery missions.&lt;br /&gt;
&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
Enable keyboard shortcuts. The keymap is qwerty.&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in geoscape ====&lt;br /&gt;
*UpArrow: Rotate Up&lt;br /&gt;
*DownArrow: Rotate Down&lt;br /&gt;
*LeftArrow: Rotate Left&lt;br /&gt;
*RighArrow: Rotate Right&lt;br /&gt;
*MouseWheelUp: Zoom In&lt;br /&gt;
*MouseWheelDown: Zoom Out&lt;br /&gt;
*1: Geo Speed1&lt;br /&gt;
*2: Geo Speed2&lt;br /&gt;
*3: Geo Speed3&lt;br /&gt;
*4: Geo Speed4&lt;br /&gt;
*5: Geo Speed5&lt;br /&gt;
*6: Geo Speed6&lt;br /&gt;
*MouseMiddle: Intercept&lt;br /&gt;
*B: Bases&lt;br /&gt;
*G: Graphs&lt;br /&gt;
*U: Ufopaedia&lt;br /&gt;
*Escape: Options&lt;br /&gt;
*F: Fundings&lt;br /&gt;
&lt;br /&gt;
==== Default key mapping in battlescape ====&lt;br /&gt;
*UpArrow: unit goes up&lt;br /&gt;
*DownArrow: unit goes down&lt;br /&gt;
*LeftArrow: left menu&lt;br /&gt;
*RightArrow: right menu&lt;br /&gt;
*Return: end of turn&lt;br /&gt;
*Escape: options menu&lt;br /&gt;
*BackSpace: go to next unit, remove current from the queue&lt;br /&gt;
*Tab: go to next unit&lt;br /&gt;
*Space: go to inventory&lt;br /&gt;
*PageUp: view goes up one level&lt;br /&gt;
*PageDown: view goes down one level&lt;br /&gt;
*1: reserve mode off&lt;br /&gt;
*2: reserve mode snap&lt;br /&gt;
*3: reserve mode auto&lt;br /&gt;
*4: reserve mode aimed&lt;br /&gt;
&lt;br /&gt;
==== Key names ====&lt;br /&gt;
Standard keys (A, 2, etc) are indicated as-is, the following &amp;quot;special&amp;quot; keynames are available (case insensitive):&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
*Back&lt;br /&gt;
*BackSpace&lt;br /&gt;
*Back Space&lt;br /&gt;
*Tab&lt;br /&gt;
*Clear&lt;br /&gt;
*Return&lt;br /&gt;
*Enter&lt;br /&gt;
*Shift&lt;br /&gt;
*Control&lt;br /&gt;
*Menu&lt;br /&gt;
|&lt;br /&gt;
*Pause&lt;br /&gt;
*Escape&lt;br /&gt;
*Space&lt;br /&gt;
*Prior&lt;br /&gt;
*PageUp&lt;br /&gt;
*Next&lt;br /&gt;
*PageDown&lt;br /&gt;
*End&lt;br /&gt;
*Home&lt;br /&gt;
*Left&lt;br /&gt;
|&lt;br /&gt;
*Up&lt;br /&gt;
*Right&lt;br /&gt;
*Down&lt;br /&gt;
*Print&lt;br /&gt;
*Insert&lt;br /&gt;
*Delete&lt;br /&gt;
*Num0&lt;br /&gt;
*Numpad0&lt;br /&gt;
*Num1&lt;br /&gt;
*Numpad1&lt;br /&gt;
|&lt;br /&gt;
*Num2&lt;br /&gt;
*Numpad2&lt;br /&gt;
*Num3&lt;br /&gt;
*Numpad3&lt;br /&gt;
*Num4&lt;br /&gt;
*Numpad4&lt;br /&gt;
*Num5&lt;br /&gt;
*Numpad5&lt;br /&gt;
*Num6&lt;br /&gt;
*Numpad6&lt;br /&gt;
|&lt;br /&gt;
*Num7&lt;br /&gt;
*Numpad7&lt;br /&gt;
*Num8&lt;br /&gt;
*Numpad8&lt;br /&gt;
*Num9&lt;br /&gt;
*Numpad9&lt;br /&gt;
*Multiply&lt;br /&gt;
*Add&lt;br /&gt;
*Separator&lt;br /&gt;
*Subtract&lt;br /&gt;
|&lt;br /&gt;
*Decimal&lt;br /&gt;
*Divide&lt;br /&gt;
*F1&lt;br /&gt;
*F2&lt;br /&gt;
*F3&lt;br /&gt;
*F4&lt;br /&gt;
*F5&lt;br /&gt;
*F6&lt;br /&gt;
*F7&lt;br /&gt;
*F8&lt;br /&gt;
|&lt;br /&gt;
*F9&lt;br /&gt;
*F10&lt;br /&gt;
*F11&lt;br /&gt;
*F12&lt;br /&gt;
*MouseMiddle&lt;br /&gt;
*MouseWheelUp&lt;br /&gt;
*MouseWheelDown&lt;br /&gt;
*MouseWheelLeft&lt;br /&gt;
*MouseWheelRight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need a key not listed here and you know its VK_* code, you can specify it with it&#039;s hex value (e.g. 0x90 for num lock)&lt;br /&gt;
&lt;br /&gt;
The implementation is rather messy, expect side effects and report them...&lt;br /&gt;
&lt;br /&gt;
=== Caps ===&lt;br /&gt;
&lt;br /&gt;
: This sections sets the highest number for each stat to which it can be raised by in-game methods. See [[Experience#Regarding_Caps | experience caps]].&lt;br /&gt;
&lt;br /&gt;
=== OBDATA.DAT patching ===&lt;br /&gt;
Change the value of some OBDATA.DAT settings on the fly.&lt;br /&gt;
To change a value, add a line &amp;quot;itemname setting=value&amp;quot; (without the quotes). For example:&lt;br /&gt;
&lt;br /&gt;
 High Explosive Damage=200&lt;br /&gt;
&lt;br /&gt;
Available settings:&lt;br /&gt;
*Damage&lt;br /&gt;
*Resistance (to explosions)&lt;br /&gt;
*Weight&lt;br /&gt;
*Damage Type&lt;br /&gt;
*Auto accuracy&lt;br /&gt;
*Snap accuracy&lt;br /&gt;
*Aimed accuracy&lt;br /&gt;
*Auto TUs&lt;br /&gt;
*Snap TUs&lt;br /&gt;
*Aimed TUs&lt;br /&gt;
*Size (clip size)&lt;br /&gt;
*get &lt;br /&gt;
&lt;br /&gt;
Item names are case insensitive and available at [[OBDATA.DAT]].&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
&#039;&#039;This section contains almost all of the strings that are used in the Extender. Useful for multiple languages. To change one, modify the text after the equal sign. Others may require that you copy the appropriate line to the [Text] section of the INI.&#039;&#039;&lt;br /&gt;
*equipment screen texts&lt;br /&gt;
::Weight=Weight&amp;gt;&lt;br /&gt;
::Accuracy=Accur&amp;gt;&lt;br /&gt;
::Reaction=React&amp;gt;&lt;br /&gt;
::Psi Strength=P.Str&amp;gt;&lt;br /&gt;
::Psi Skill=P.Skill&amp;gt;&lt;br /&gt;
::Primed=primed&lt;br /&gt;
&lt;br /&gt;
*Roswell mod texts&lt;br /&gt;
:{Terrain names}&lt;br /&gt;
::Jungle=Jungle&lt;br /&gt;
::Farm=Farm&lt;br /&gt;
::Mountain=Mountain&lt;br /&gt;
::Desert=Desert&lt;br /&gt;
::Polar=Polar&lt;br /&gt;
:{Dialog strings}&lt;br /&gt;
::RoswellTitle=UFO Incident&lt;br /&gt;
::Roswellinfo=Crash reported&lt;br /&gt;
::Location=LOCATION&lt;br /&gt;
::Type=TYPE&lt;br /&gt;
::Terrain=TERRAIN&lt;br /&gt;
&lt;br /&gt;
*Wreck Analysis&lt;br /&gt;
::Zone Discovered=Intel found out that the %s UFO was raiding %s&lt;br /&gt;
::Mission Discovered=Inspection showed that the %s UFO was on an %s mission&lt;br /&gt;
::Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s&lt;br /&gt;
&lt;br /&gt;
*Craft Ready&lt;br /&gt;
::CraftReadyTitle=Aircraft ready&lt;br /&gt;
::CraftReadyInfo=A craft has been refitted&lt;br /&gt;
&lt;br /&gt;
*Other&lt;br /&gt;
::research needed=research needed&lt;br /&gt;
::to produce=in order to produce&lt;br /&gt;
::full auto=Full Auto&lt;br /&gt;
::burst shot=Burst Shot&lt;br /&gt;
::laser rifle=The laser rifle is lighter and more accurate than the older design.&lt;br /&gt;
::plasma cannon=This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field.&lt;br /&gt;
::base strike=&lt;br /&gt;
::ship crash=&lt;br /&gt;
::lift hit=&lt;br /&gt;
::detector=&lt;br /&gt;
::gravshield=&lt;br /&gt;
::avalanche=This heavy air-to-air missile is designed to attack bombers and large craft.  It is less useful against smaller, more agile targets.&lt;br /&gt;
::fusionball=This launcher fires missiles propelled by an anti-gravity system. A massive anti-matter explosion is created when the weapon reaches its target.&lt;br /&gt;
::rental=Craft Maintenance&lt;br /&gt;
::firestorm=An experimental unmanned craft that replicates the classic saucer design. Faster and more maneuverable than any other conventional aircraft. &lt;br /&gt;
::base control=ALIEN BASE CONTROL&lt;br /&gt;
::production time=Days/Hours Left To Next Unit&lt;br /&gt;
::MeleeText=Hit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To make the text appear for another language setting add _1 or _2 to the end of the last word before the = sign. For example, if the first language button is English and the second is Spanish:&#039;&#039;&lt;br /&gt;
 MeleeText_1=golpear&lt;br /&gt;
&#039;&#039;Would make &amp;quot;gopear&amp;quot; be listed for the &amp;quot;hit&amp;quot; option on stun weapons or melee attacks if Spanish was the chosen language.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Hacks &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This section is not part of the normal INI but are available. These hacks heavily alter the gameplay and should only be used for testing purpose. Those options with a &amp;lt;s&amp;gt;strike-through&amp;lt;/s&amp;gt; are not available in release versions. [currently in 1.31, no hacks are available.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Prevent game over when score is really bad at the end of the month &amp;lt;/s&amp;gt;&lt;br /&gt;
* Big brother: follow all units in combat.&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;br /&gt;
* &amp;lt;s&amp;gt;Show All Locations: displays all active locations, detected or not.&amp;lt;/s&amp;gt;&lt;br /&gt;
* FPS: show an FPS counter in the geoscape. Mostly used for debugging D3D.&lt;br /&gt;
* &amp;lt;s&amp;gt;Directly Use Alien Weapons: After all a gun&#039;s a gun, you just pull the trigger. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&amp;lt;/s&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;No Alien Psi: no more psi trouble when fighting sectoids/ethereals&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ROUTES.DAT&amp;diff=70148</id>
		<title>ROUTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ROUTES.DAT&amp;diff=70148"/>
		<updated>2016-01-09T03:42:39Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is only used by tactical saves. &lt;br /&gt;
&lt;br /&gt;
It is a collection of all nodes on the map, and uses much the same format as the .RMP files in the [[ROUTES|routes]] folder. Aliens and civilians are placed randomly amongst these nodes when combat begins, and (prior to spotting your units) patrol between them.&lt;br /&gt;
&lt;br /&gt;
If a unit cannot be placed because you&#039;ve run out of appropriate nodes, it&#039;ll use a non-appropriate node instead. This means that sometimes alien leaders won&#039;t be inside their ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;X-Com units don&#039;t spawn according to these nodes if you use an Avenger. Need to test the other craft, and base offense/defense missions. - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a new tactical map has been generated from the small map sections, the records are read from the corresponding .RMP files in order of left to right, top to bottom. However the X-Com and Alien craft nodes are always saved until last, and so appear at the end of the file.&lt;br /&gt;
&lt;br /&gt;
Each record is 24 bytes, so the total file size is equal to that times the amount of records in the entire map. Decimal/Hex offsets:&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&amp;lt;b&amp;gt;0/00&amp;lt;/b&amp;gt; - X position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1/01&amp;lt;/b&amp;gt; - Y position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2/02&amp;lt;/b&amp;gt; - Z position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3/03&amp;lt;/b&amp;gt; - Map section counter. All nodes from the first map segment will have this flagged as 0, the nodes from the next map segment as 1, the next segment 2, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4/04&amp;lt;/b&amp;gt; - &amp;lt;b&amp;gt;18/12&amp;lt;/b&amp;gt; - Each node can connect to multiple other nodes. These 15 bytes contain 5 records of 3 bytes each, detailing those connections:&lt;br /&gt;
*&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; - The record number of the connected node. 255/FF if unused. When the game engine pieces the small map segments together, if an external node can&#039;t be connected, the spare connection record will be disabled. A common example is a connection that would make a unit walk off the playing field. For external node connections this number is FE:North, FD:East, FC:South, FB:West.&lt;br /&gt;
*&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt; - The distance to the connected node. If the connected node was not originally in the same .RMP file, this is calculated by adding the two connection distances together.&lt;br /&gt;
*&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt; - The type of unit that can travel along this connection.&lt;br /&gt;
 0 = Any&lt;br /&gt;
 1 = Flying&lt;br /&gt;
 2 = Flying Large&lt;br /&gt;
 3 = Large&lt;br /&gt;
 4 = Small&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;Check the discussion page for these values, because they are probably wrong&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;19/13&amp;lt;/b&amp;gt; - The type of unit that can spawn at this node.&lt;br /&gt;
 0 = Any&lt;br /&gt;
 1 = Flying Small&lt;br /&gt;
 2 = Small&lt;br /&gt;
 3 = Flying Large&lt;br /&gt;
 4 = Large&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;Check the discussion page for these values, because they are probably wrong&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;At least, modulo 8.  The above is exhaustive only for reference data in the routes folder, and non-UFO nodes in Battlescape saves.&lt;br /&gt;
&lt;br /&gt;
Bit 3 (value 8) Spawn point used flag. Set so another unit can&#039;t spawn here at the start.  &lt;br /&gt;
&lt;br /&gt;
Bit 4 (value 16) &amp;lt;b&amp;gt;may&amp;lt;/b&amp;gt; be set for nodes sourced from UFO reference data...and furthermore is sometimes changed by processing during the alien turn for these nodes.  Presumed (needs more testing): in patrol mode nodes sourced from UFO reference data, the AI explicitly prefers (but is not guaranteed to) to stop moving on nodes with bit 4 set.&lt;br /&gt;
&lt;br /&gt;
Bits 5-7 are uniformly 0 for medium scouts.  Other UFO types have not been verified yet.  Neither have terror sites or alien bases.&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;20/14&amp;lt;/b&amp;gt; - The rank, or the team, of unit that can spawn at this node. (Misc1 is only used on  TFTD, Misc2 appears on both games)&lt;br /&gt;
&lt;br /&gt;
 0 = Civilian / &amp;quot;Scout&amp;quot;&lt;br /&gt;
 1 = X-Com&lt;br /&gt;
 2 = Alien Soldier&lt;br /&gt;
 3 = Alien Navigator&lt;br /&gt;
 4 = Alien Leader / Commander&lt;br /&gt;
 5 = Alien Engineer&lt;br /&gt;
 6 = &amp;quot;Misc1&amp;quot;&lt;br /&gt;
 7 = Alien Medic&lt;br /&gt;
 8 = &amp;quot;Misc2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;21/15&amp;lt;/b&amp;gt; - Ranges from 0 to 8, Daishiva calls this the &amp;quot;flags&amp;quot; byte. Governs whether an alien will attempt to destroy a base module. Apparently, the higher the number, the greater the chance the aliens will start shooting. So far, this has only been tested on an X-COM base defense mission but seems to hold. No other maps or modules have been tried.&lt;br /&gt;
&lt;br /&gt;
An alternative explanation is that the number indicates the &#039;importance&#039; of the node when the aliens are conducting their patrols. Using Bomb Bloke&#039;s graphics I&#039;ve superimposed on the Battleship map the values for this flag on all the nodes:&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_160_0_flags.gif]]&lt;br /&gt;
[[File:Ufo_160_1_flags.gif]]&lt;br /&gt;
[[File:Ufo_160_2_flags.gif]]&lt;br /&gt;
&lt;br /&gt;
According to this theory the aliens will choose a node with the higher value &#039;flag&#039; when their AI is set for patroling/guarding, unless it is already occupied. The Battleship schematics above show some proof of this, specially on the bridge area (the aliens that start on the bridge room usually never come out except to have a look outside the door). Now look at the plants for the Supply Ship:&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_170_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_170_1_flag.gif]]&lt;br /&gt;
[[File:Ufo_170_2_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
The ground and first level almost contains nodes with a 1 value, with a single exception - the 3 and 2 of the engine room. This should explain the aliens&#039; behaviour of only using 1 of the UFO&#039;s 2 doors - when an alien moves into the node outside the door, it chooses instead to go to the node with the 3 value, and then to the 2 value, diverting the aliens from the 2nd outside door. &lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_140_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_140_1_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
Next one is the Abductor. Usually the aliens don&#039;t come out much and you find a large number of them on the main chamber on the ground, due to the concentration of 3/4s that acts as a bottleneck. &lt;br /&gt;
&lt;br /&gt;
Finally here&#039;s the remaining medium/large UFOs. Usually the higher value of this byte also corresponds to a high value on 23/17 (which makes sense due to the importance of the node to increase the probability of units spawned there - [[User:Hobbes|Hobbes]] 19:05, 27 January 2012 (EST)) &lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_120_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_150_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_150_1_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_130_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_130_1_flag.gif]]&lt;br /&gt;
[[File:Ufo_130_2_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;22/16&amp;lt;/b&amp;gt; - Always seems to be set to 0.&lt;br /&gt;
(the exception is also seen in TFTD, with a few maps having different values)&lt;br /&gt;
(there are also maps on UFO that contain this flag, such as 2 nodes on the Skyranger map that have a value of 10, 1 node on the Battleships that has a 1 value, etc. - some of those look more like coding errors though)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;23/17&amp;lt;/b&amp;gt; - Ranges from 0 to 10, Daishiva calls this the &amp;quot;spawn&amp;quot; byte. A value of 0 makes it impossible for a unit to spawn there.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ROUTES|Routes Folder]]&lt;br /&gt;
* [[Alien_movement_patterns|Alien Movement Patterns]]&lt;br /&gt;
* [[Saved_Game_Files#Battlescape_Files|Battlescape Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:ROUTES.DAT&amp;diff=70147</id>
		<title>Talk:ROUTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:ROUTES.DAT&amp;diff=70147"/>
		<updated>2016-01-09T02:37:27Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: cleaned up the grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding offset 23, Zombie, were you attempting to &amp;quot;clarify&amp;quot; or &amp;quot;correct&amp;quot; it?&lt;br /&gt;
&lt;br /&gt;
Previously it stated that 0-value nodes CAN spawn units, but only if all other nodes are taken...&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:07, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Correct&amp;quot; it. In any case, 0-value &amp;quot;spawn&amp;quot; nodes can never have units placed there period. They are only used for alien pathfinding. If all the spawn points with values of 1 or greater get filled and there are still alien units waiting to be placed on the map yet, they don&#039;t. This follows the same basic premise as an auto-win base defense mission. --[[User:Zombie|Zombie]] 22:11, 27 August 2008 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Some wild guesses about the &amp;quot;flags&amp;quot; byte on non-base missions: Aliens patrol around using the spawn points, but sometimes they &amp;quot;guard&amp;quot; a certain point. A theory is that the chance the next state is just guarding this spawnpoint is higher when the &amp;quot;flags&amp;quot; byte is higher. So they save TUs, thus making a strong defense(reaction shots). When the flags is zero, they will not stand still on the point and continue patrolling. You will notice that inside UFO&#039;s the values are higher, this makes that aliens inside UFOs have a higher defensive advantage.&lt;br /&gt;
So this byte can actually be called the &amp;quot;offensive (x-com base)/defensive (others)&amp;quot; decision score. --[[User:Daiky|Daiky]] 07:26, 21 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offset 19 (0x13) ==&lt;br /&gt;
&lt;br /&gt;
According my observation this is a bit field&lt;br /&gt;
  bit0 (1)  = this node is only for flying units (mobility bit, used for &#039;&#039;&#039;spawning&#039;&#039;&#039;).&lt;br /&gt;
  bit1 (2)  = this node is only for small units (used for &#039;&#039;&#039;spawning&#039;&#039;&#039;).&lt;br /&gt;
  bit2 (4)  = this node is only for flying units (movement type).&lt;br /&gt;
  bit3 (8)  = this node was used for NPC placement (runtime bit).&lt;br /&gt;
  bit4 (16) = this node is only for civilians (runtime bit, cleared when aliens nowhere else to go).&lt;br /&gt;
  bit5 (32) = cannot be used as patrol point.&lt;br /&gt;
so&lt;br /&gt;
  0 = Any (small walk, large walk, small flying, large flying)&lt;br /&gt;
  1 = Flying (small flying, large fly)&lt;br /&gt;
  2 = Small (small flying, small walk)&lt;br /&gt;
  3 = Flying Small (flying small)&lt;br /&gt;
--[[User:Volutar|Volutar]] 05:29, 23 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
From what I&#039;ve made of the code concerning bit4, its used to keep units in patrol mode moving to new areas: It&#039;s set after it was selected as a destination and the unit reaches it. Once set, the AI will skip these nodes for patrol units when determining future destinations.  -- [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
== Offset 20 ==&lt;br /&gt;
Actually it&#039;s not a &amp;quot;rank&amp;quot;, it&#039;s more abstract version of &amp;quot;rank&amp;quot; which is used by many ranks (if there&#039;s no other appropriate spawnpoints left). At the end of priority list are points with value 0. Same value 0 used for spawning &amp;quot;scout&amp;quot; units, which are mainly spawned outside of UFO, and just hanging around (their AI have quite different route priorities). If there is no free spawn points found - unit marked as &amp;quot;dead&amp;quot; instead of spawning.&lt;br /&gt;
&lt;br /&gt;
  Scout     0&lt;br /&gt;
  Commander 4 &amp;gt; 3 &amp;gt; 5 &amp;gt; 8 &amp;gt; 7 &amp;gt; 2 &amp;gt; 0&lt;br /&gt;
  Leader    4 &amp;gt; 3 &amp;gt; 5 &amp;gt; 8 &amp;gt; 7 &amp;gt; 2 &amp;gt; 0&lt;br /&gt;
  Engineer  5 &amp;gt; 4 &amp;gt; 3 &amp;gt; 2 &amp;gt; 7 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Medic     7 &amp;gt; 6 &amp;gt; 2 &amp;gt; 8 &amp;gt; 3 &amp;gt; 4 &amp;gt; 0&lt;br /&gt;
  Navigator 3 &amp;gt; 4 &amp;gt; 5 &amp;gt; 2 &amp;gt; 7 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Soldier   2 &amp;gt; 5 &amp;gt; 3 &amp;gt; 4 &amp;gt; 6 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Terrorist 2 &amp;gt; 5 &amp;gt; 3 &amp;gt; 4 &amp;gt; 6 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  XCom      1 &amp;gt; 0 &amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
So, 1st priority spawn points confirmed to be as they listed on main page. But almost any of these spawn point can be used by number of alien ranks, not only by those you assigned to.&lt;br /&gt;
&lt;br /&gt;
  0 = Scout/Any rank&lt;br /&gt;
  1 = X-Com&lt;br /&gt;
  2 = Soldier/Terrorist, Medic, Engineer/Navigator, Commander/Leader&lt;br /&gt;
  3 = Navigator, Commander/Leader, Engineer/Soldier/Terrorist, Medic&lt;br /&gt;
  4 = Commander/Leader, Engineer/Navigator, Soldier/Terrorist, Medic&lt;br /&gt;
  5 = Engineer, Commander/Leader/Navigator&lt;br /&gt;
  6 = ..., Medic, Soldier/Terrorist&lt;br /&gt;
  7 = Medic, Commander/Leader/Engineer/Navigator&lt;br /&gt;
  8 = ..., Commander/Leader/Medic, Engineer/Navigator/Soldier/Terrorist&lt;br /&gt;
--[[User:Volutar|Volutar]] 03:21, 26 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
little note: &amp;quot;scout&amp;quot; is also a civilian spawn node, they also only spawn at 0 --[[User:Daiky|Daiky]] 15:30, 30 December 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Node link offset 2 (travel unit type) ==&lt;br /&gt;
&lt;br /&gt;
This is a bitfield with values as mask for kind of units.&lt;br /&gt;
&lt;br /&gt;
  bit0 (1)  = this node is only for units in fly mode (mobility bit).&lt;br /&gt;
  bit1 (2)  = this node is only for small units.&lt;br /&gt;
  bit2 (4)  = this node is only for flying units (movement type).&lt;br /&gt;
  *bit3 (8)  = this link was already processed for path estimation (runtime bit).&lt;br /&gt;
&lt;br /&gt;
so&lt;br /&gt;
  0= any units&lt;br /&gt;
  1= units of any size in fly mode&lt;br /&gt;
  2= small units flying or not&lt;br /&gt;
  3= small units in fly mode&lt;br /&gt;
  4= any size of flyers&lt;br /&gt;
  5= any size of flyers in fly mode&lt;br /&gt;
  6= small flyers&lt;br /&gt;
  7= small flying flyers&lt;br /&gt;
&lt;br /&gt;
Actually I dont know why there are TWO bits (0 and 2) which stand for flying... AFAIR every flying alien unit unable to walk, so they always have movement type &amp;quot;Fly&amp;quot; and mobility bit &amp;quot;fly mode&amp;quot; (like floaters, who are unable to use steps). Probably some of walking alien units was planned to have flying abilities, but abandoned for some reason.&lt;br /&gt;
--[[User:Volutar|Volutar]] 01:51, 27 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offsets 0x15 (21) &amp;amp; 0x16 (22) ==&lt;br /&gt;
&lt;br /&gt;
They seems to be used for AI patrol route distortion for BaseDefence mission type.&lt;br /&gt;
Before (and including) 30th turn of battle Aliens seems to be attracted by route nodes having one of these (or both) flags set (as boolean field). It&#039;s more like a target points, and they seems to be not interested in others at all. But after 30th turn of battle Aliens seems to be wandering all over the place without paying attention on these flags.&lt;br /&gt;
&lt;br /&gt;
It can be confirmed by clearing all these flags from XCOM base module maps, and setting them only for &amp;quot;lift&amp;quot; module nodes. Apparently they will be swarming around lift area, without trying to get somwehere else. But after 30 turn they must scatter. &lt;br /&gt;
--[[User:Volutar|Volutar]] 00:05, 28 September 2011 (EDT)&lt;br /&gt;
Yes, this was confirmed. Though if Alien spots your unit, it will pursue (in Snipe mode), no matter what routes and flags are&lt;br /&gt;
--[[User:Volutar|Volutar]] 00:51, 28 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder why there are so-called targetpoints (flags 5 in base defense) in the small rooms around the hangar?&lt;br /&gt;
Also, on terror sites there are flags 1 (and I found a flags 2 on a roof). They seem to be somewhat random, however on maps with buildings, the nodes with flags 1 are mostly inside. An explanation may be that aliens are attracted to these flags 1 nodes as targetpoints, making aliens targetting the inside of buildings to terrorise civilians.&lt;br /&gt;
On larger UFOs, the flags seems to have the same value as priority? Which might be an error in the data? Or maybe the flags values are not used in UFOs at all. There is a theory that until a certain turn aliens will prefer to stay inside and around the UFO before spreading to the outside, this might be controlled by this flags.&lt;br /&gt;
On other terrain once and a while there is a flags 1 value, the rest is 0. It could be aliens walk around and stand still and look around on the nodes with flags 1.&lt;br /&gt;
--[[User:Daiky|Daiky]] 15:45, 5 January 2012 (EST)&lt;br /&gt;
:Regarding the small rooms I&#039;ve seen aliens hiding on those, I can&#039;t remember if their are spawn points also though. I&#039;ve made quite a few attempts are figuring out what the values meant on terrain modes I&#039;ve created, usually based on the assumption that the higher the number on the flag the more the AI would &#039;choose&#039; to go to that point. Can&#039;t really say that it worked all the time. &lt;br /&gt;
:I&#039;ve always disregarded the theory that aliens leave their craft after turn 8. While it may seem that way, a more easy explanation is simply that the more aliens you have on a confined space, the longer it will take for them to reach the outside because they will block each other&#039;s movement (unless they spot a hostile unit, their scouting mode seems to be to go from one waypoint to the other unless they are blocked). Again most of this can&#039;t be exactly trusted because without some sort of proof, which I dont have other than observation. [[User:Hobbes|Hobbes]] 19:20, 5 January 2012 (EST)&lt;br /&gt;
::&amp;quot;the higher the number on the flag the more the AI would &#039;choose&#039; to go to that point.&amp;quot;; I also think this is a &amp;quot;weight&amp;quot; value when evaluating the next target node, but it&#039;s possible there is still some randomness on top of that, otherwise alien behaviour could become too predictable.&lt;br /&gt;
::Note that offset 0x2B (43) on unitref.dat also has something to do with pathfinding...&lt;br /&gt;
::--[[User:Daiky|Daiky]] 05:45, 6 January 2012 (EST)&lt;br /&gt;
:::I got no clue about &#039;offset 0x2B (43) on unitref.dat&#039; means :) I&#039;m not used to code, just using software that others created to mod things :) [[User:Hobbes|Hobbes]] 18:10, 8 January 2012 (EST)&lt;br /&gt;
Just read an old chat I had with BladeFireLight a while ago. This is what I wrote: &lt;br /&gt;
&#039;I tried it three times.....on the first I randomly attributed higher values to nodes in upper levels, on the second I attributed high values to specific nodes located on top of stairs and so forth, on the third I increased the value of the highest nodes and put high values on specific nodes to make sure that the aliens would choose them.............I ran each test about some 20 times using&lt;br /&gt;
VIS and on the last one the (aliens definitly kept themselves to the higher levels&#039; (VIS is an XComUtil flag that reveals the entire battlefield). &lt;br /&gt;
&#039;I think it&#039;s more a matter of probability....if you have a node with links to three others with the same value and one of them is in a higher level, there&#039;s one third of a chance that he&#039;ll go upstairs&#039; [[User:Hobbes|Hobbes]] 18:30, 8 January 2012 (EST)&lt;br /&gt;
:Started going over the .RMP files to create the routes for my terrain replacement mod for UFO. The theory of &#039;the higher the number on this flag, the most likely it will influence the AI&#039; seems to stick by looking at the distribution of the values, specially regarding UFOs. The bridges and engine areas of the larger UFOs usually have much higher values (&amp;gt;5) in clusters, most likely to force the aliens to stay on those areas, as usually seen during (it can also be inferred that they are used to create &#039;ambushes&#039;). The question still to be answered is what the AI does exactly - there are 2 main hypothesis at this point - a) that they are used by aliens on patrol/guard when choosing the next node that they will travel to (higher values are preferred over the lower ones) or b) that the number determines the time that the alien will spend on that node (which would be useful to set up snipers and ambushes. I will test for b) later. [[User:Hobbes|Hobbes]] 10:31, 26 January 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ROUTES.DAT&amp;diff=70145</id>
		<title>ROUTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ROUTES.DAT&amp;diff=70145"/>
		<updated>2016-01-08T16:22:18Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */  X and Y were reversed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is only used by tactical saves. &lt;br /&gt;
&lt;br /&gt;
It is a collection of all nodes on the map, and uses much the same format as the .RMP files in the [[ROUTES|routes]] folder. Aliens and civilians are placed randomly amongst these nodes when combat begins, and (prior to spotting your units) patrol between them.&lt;br /&gt;
&lt;br /&gt;
If a unit cannot be placed because you&#039;ve run out of appropriate nodes, it&#039;ll use a non-appropriate node instead. This means that sometimes alien leaders won&#039;t be inside their ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;X-Com units don&#039;t spawn according to these nodes if you use an Avenger. Need to test the other craft, and base offense/defense missions. - BB&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a new tactical map has been generated from the small map sections, the records are read from the corresponding .RMP files in order of left to right, top to bottom. However the X-Com and Alien craft nodes are always saved until last, and so appear at the end of the file.&lt;br /&gt;
&lt;br /&gt;
Each record is 24 bytes, so the total file size is equal to that times the amount of records in the entire map. Decimal/Hex offsets:&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&amp;lt;b&amp;gt;0/00&amp;lt;/b&amp;gt; - X position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1/01&amp;lt;/b&amp;gt; - Y position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2/02&amp;lt;/b&amp;gt; - Z position of node.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3/03&amp;lt;/b&amp;gt; - Map section counter. All nodes from the first map segment will have this flagged as 0, the nodes from the next map segment as 1, the next segment 2, and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4/04&amp;lt;/b&amp;gt; - &amp;lt;b&amp;gt;18/12&amp;lt;/b&amp;gt; - Each node can connect to multiple other nodes. These 15 bytes contain 5 records of 3 bytes each, detailing those connections:&lt;br /&gt;
*&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; - The record number of the connected node. 255/FF if unused. When the game engine pieces the small map segments together, if an external node can&#039;t be connected, the spare connection record will be disabled. A common example is a connection that would make a unit walk off the playing field. For external node connections this number is FE:North, FD:East, FC:South, FB:West.&lt;br /&gt;
*&amp;lt;b&amp;gt;1&amp;lt;/b&amp;gt; - The distance to the connected node. If the connected node was not originally in the same .RMP file, this is calculated by adding the two connection distances together.&lt;br /&gt;
*&amp;lt;b&amp;gt;2&amp;lt;/b&amp;gt; - The type of unit that can travel along this connection.&lt;br /&gt;
 0 = Any&lt;br /&gt;
 1 = Flying&lt;br /&gt;
 2 = Flying Large&lt;br /&gt;
 3 = Large&lt;br /&gt;
 4 = Small&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;Check the discussion page for these values, because they are probably wrong&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;19/13&amp;lt;/b&amp;gt; - The type of unit that can spawn at this node.&lt;br /&gt;
 0 = Any&lt;br /&gt;
 1 = Flying Small&lt;br /&gt;
 2 = Small&lt;br /&gt;
 3 = Flying Large&lt;br /&gt;
 4 = Large&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;Check the discussion page for these values, because they are probably wrong&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;At least, modulo 8.  The above is exhaustive only for reference data in the routes folder, and non-UFO nodes in Battlescape saves.&lt;br /&gt;
&lt;br /&gt;
Bit 3 (value 8) is set for nodes where an alien starts.  Whether the alien is alive, or dead from power plant explosion, is irrelevant.&lt;br /&gt;
&lt;br /&gt;
Bit 4 (value 16) &amp;lt;b&amp;gt;may&amp;lt;/b&amp;gt; be set for nodes sourced from UFO reference data...and furthermore is sometimes changed by processing during the alien turn for these nodes.  Presumed (needs more testing): in patrol mode nodes sourced from UFO reference data, the AI explicitly prefers (but is not guaranteed to) to stop moving on nodes with bit 4 set.&lt;br /&gt;
&lt;br /&gt;
Bits 5-7 are uniformly 0 for medium scouts.  Other UFO types have not been verified yet.  Neither have terror sites or alien bases.&amp;lt;/i&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;20/14&amp;lt;/b&amp;gt; - The rank, or the team, of unit that can spawn at this node. (Misc1 is only used on  TFTD, Misc2 appears on both games)&lt;br /&gt;
&lt;br /&gt;
 0 = Civilian / &amp;quot;Scout&amp;quot;&lt;br /&gt;
 1 = X-Com&lt;br /&gt;
 2 = Alien Soldier&lt;br /&gt;
 3 = Alien Navigator&lt;br /&gt;
 4 = Alien Leader / Commander&lt;br /&gt;
 5 = Alien Engineer&lt;br /&gt;
 6 = &amp;quot;Misc1&amp;quot;&lt;br /&gt;
 7 = Alien Medic&lt;br /&gt;
 8 = &amp;quot;Misc2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;21/15&amp;lt;/b&amp;gt; - Ranges from 0 to 8, Daishiva calls this the &amp;quot;flags&amp;quot; byte. Governs whether an alien will attempt to destroy a base module. Apparently, the higher the number, the greater the chance the aliens will start shooting. So far, this has only been tested on an X-COM base defense mission but seems to hold. No other maps or modules have been tried.&lt;br /&gt;
&lt;br /&gt;
An alternative explanation is that the number indicates the &#039;importance&#039; of the node when the aliens are conducting their patrols. Using Bomb Bloke&#039;s graphics I&#039;ve superimposed on the Battleship map the values for this flag on all the nodes:&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_160_0_flags.gif]]&lt;br /&gt;
[[File:Ufo_160_1_flags.gif]]&lt;br /&gt;
[[File:Ufo_160_2_flags.gif]]&lt;br /&gt;
&lt;br /&gt;
According to this theory the aliens will choose a node with the higher value &#039;flag&#039; when their AI is set for patroling/guarding, unless it is already occupied. The Battleship schematics above show some proof of this, specially on the bridge area (the aliens that start on the bridge room usually never come out except to have a look outside the door). Now look at the plants for the Supply Ship:&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_170_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_170_1_flag.gif]]&lt;br /&gt;
[[File:Ufo_170_2_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
The ground and first level almost contains nodes with a 1 value, with a single exception - the 3 and 2 of the engine room. This should explain the aliens&#039; behaviour of only using 1 of the UFO&#039;s 2 doors - when an alien moves into the node outside the door, it chooses instead to go to the node with the 3 value, and then to the 2 value, diverting the aliens from the 2nd outside door. &lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_140_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_140_1_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
Next one is the Abductor. Usually the aliens don&#039;t come out much and you find a large number of them on the main chamber on the ground, due to the concentration of 3/4s that acts as a bottleneck. &lt;br /&gt;
&lt;br /&gt;
Finally here&#039;s the remaining medium/large UFOs. Usually the higher value of this byte also corresponds to a high value on 23/17 (which makes sense due to the importance of the node to increase the probability of units spawned there - [[User:Hobbes|Hobbes]] 19:05, 27 January 2012 (EST)) &lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_120_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_150_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_150_1_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ufo_130_0_flag.gif]]&lt;br /&gt;
[[File:Ufo_130_1_flag.gif]]&lt;br /&gt;
[[File:Ufo_130_2_flag.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;22/16&amp;lt;/b&amp;gt; - Always seems to be set to 0.&lt;br /&gt;
(the exception is also seen in TFTD, with a few maps having different values)&lt;br /&gt;
(there are also maps on UFO that contain this flag, such as 2 nodes on the Skyranger map that have a value of 10, 1 node on the Battleships that has a 1 value, etc. - some of those look more like coding errors though)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;23/17&amp;lt;/b&amp;gt; - Ranges from 0 to 10, Daishiva calls this the &amp;quot;spawn&amp;quot; byte. A value of 0 makes it impossible for a unit to spawn there.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ROUTES|Routes Folder]]&lt;br /&gt;
* [[Alien_movement_patterns|Alien Movement Patterns]]&lt;br /&gt;
* [[Saved_Game_Files#Battlescape_Files|Battlescape Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:ROUTES.DAT&amp;diff=70144</id>
		<title>Talk:ROUTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:ROUTES.DAT&amp;diff=70144"/>
		<updated>2016-01-08T13:23:54Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Offset 19 (0x13) */  observation on byte 13h&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regarding offset 23, Zombie, were you attempting to &amp;quot;clarify&amp;quot; or &amp;quot;correct&amp;quot; it?&lt;br /&gt;
&lt;br /&gt;
Previously it stated that 0-value nodes CAN spawn units, but only if all other nodes are taken...&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:07, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Correct&amp;quot; it. In any case, 0-value &amp;quot;spawn&amp;quot; nodes can never have units placed there period. They are only used for alien pathfinding. If all the spawn points with values of 1 or greater get filled and there are still alien units waiting to be placed on the map yet, they don&#039;t. This follows the same basic premise as an auto-win base defense mission. --[[User:Zombie|Zombie]] 22:11, 27 August 2008 (PDT)&lt;br /&gt;
----&lt;br /&gt;
Some wild guesses about the &amp;quot;flags&amp;quot; byte on non-base missions: Aliens patrol around using the spawn points, but sometimes they &amp;quot;guard&amp;quot; a certain point. A theory is that the chance the next state is just guarding this spawnpoint is higher when the &amp;quot;flags&amp;quot; byte is higher. So they save TUs, thus making a strong defense(reaction shots). When the flags is zero, they will not stand still on the point and continue patrolling. You will notice that inside UFO&#039;s the values are higher, this makes that aliens inside UFOs have a higher defensive advantage.&lt;br /&gt;
So this byte can actually be called the &amp;quot;offensive (x-com base)/defensive (others)&amp;quot; decision score. --[[User:Daiky|Daiky]] 07:26, 21 July 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Offset 19 (0x13) ==&lt;br /&gt;
&lt;br /&gt;
According my observation this is a bit field&lt;br /&gt;
  bit0 (1)  = this node is only for flying units (mobility bit, used for &#039;&#039;&#039;spawning&#039;&#039;&#039;).&lt;br /&gt;
  bit1 (2)  = this node is only for small units (used for &#039;&#039;&#039;spawning&#039;&#039;&#039;).&lt;br /&gt;
  bit2 (4)  = this node is only for flying units (movement type).&lt;br /&gt;
  bit3 (8)  = this node was used for NPC placement (runtime bit).&lt;br /&gt;
  bit4 (16) = this node is only for civilians (runtime bit, cleared when aliens nowhere else to go).&lt;br /&gt;
  bit5 (32) = cannot be used as patrol point.&lt;br /&gt;
so&lt;br /&gt;
  0 = Any (small walk, large walk, small flying, large flying)&lt;br /&gt;
  1 = Flying (small flying, large fly)&lt;br /&gt;
  2 = Small (small flying, small walk)&lt;br /&gt;
  3 = Flying Small (flying small)&lt;br /&gt;
--[[User:Volutar|Volutar]] 05:29, 23 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
From what I&#039;ve made of the bit4, it&#039;s set unit a unit in patrol mode reaches it as a destination. Once set, the AI for patrol mode units will skip this node for a destination.  It seems to ensure that patrol units always move to new areas.--[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:23, 8 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== Offset 20 ==&lt;br /&gt;
Actually it&#039;s not a &amp;quot;rank&amp;quot;, it&#039;s more abstract version of &amp;quot;rank&amp;quot; which is used by many ranks (if there&#039;s no other appropriate spawnpoints left). At the end of priority list are points with value 0. Same value 0 used for spawning &amp;quot;scout&amp;quot; units, which are mainly spawned outside of UFO, and just hanging around (their AI have quite different route priorities). If there is no free spawn points found - unit marked as &amp;quot;dead&amp;quot; instead of spawning.&lt;br /&gt;
&lt;br /&gt;
  Scout     0&lt;br /&gt;
  Commander 4 &amp;gt; 3 &amp;gt; 5 &amp;gt; 8 &amp;gt; 7 &amp;gt; 2 &amp;gt; 0&lt;br /&gt;
  Leader    4 &amp;gt; 3 &amp;gt; 5 &amp;gt; 8 &amp;gt; 7 &amp;gt; 2 &amp;gt; 0&lt;br /&gt;
  Engineer  5 &amp;gt; 4 &amp;gt; 3 &amp;gt; 2 &amp;gt; 7 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Medic     7 &amp;gt; 6 &amp;gt; 2 &amp;gt; 8 &amp;gt; 3 &amp;gt; 4 &amp;gt; 0&lt;br /&gt;
  Navigator 3 &amp;gt; 4 &amp;gt; 5 &amp;gt; 2 &amp;gt; 7 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Soldier   2 &amp;gt; 5 &amp;gt; 3 &amp;gt; 4 &amp;gt; 6 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  Terrorist 2 &amp;gt; 5 &amp;gt; 3 &amp;gt; 4 &amp;gt; 6 &amp;gt; 8 &amp;gt; 0&lt;br /&gt;
  XCom      1 &amp;gt; 0 &amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
So, 1st priority spawn points confirmed to be as they listed on main page. But almost any of these spawn point can be used by number of alien ranks, not only by those you assigned to.&lt;br /&gt;
&lt;br /&gt;
  0 = Scout/Any rank&lt;br /&gt;
  1 = X-Com&lt;br /&gt;
  2 = Soldier/Terrorist, Medic, Engineer/Navigator, Commander/Leader&lt;br /&gt;
  3 = Navigator, Commander/Leader, Engineer/Soldier/Terrorist, Medic&lt;br /&gt;
  4 = Commander/Leader, Engineer/Navigator, Soldier/Terrorist, Medic&lt;br /&gt;
  5 = Engineer, Commander/Leader/Navigator&lt;br /&gt;
  6 = ..., Medic, Soldier/Terrorist&lt;br /&gt;
  7 = Medic, Commander/Leader/Engineer/Navigator&lt;br /&gt;
  8 = ..., Commander/Leader/Medic, Engineer/Navigator/Soldier/Terrorist&lt;br /&gt;
--[[User:Volutar|Volutar]] 03:21, 26 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
little note: &amp;quot;scout&amp;quot; is also a civilian spawn node, they also only spawn at 0 --[[User:Daiky|Daiky]] 15:30, 30 December 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Node link offset 2 (travel unit type) ==&lt;br /&gt;
&lt;br /&gt;
This is a bitfield with values as mask for kind of units.&lt;br /&gt;
&lt;br /&gt;
  bit0 (1)  = this node is only for units in fly mode (mobility bit).&lt;br /&gt;
  bit1 (2)  = this node is only for small units.&lt;br /&gt;
  bit2 (4)  = this node is only for flying units (movement type).&lt;br /&gt;
  *bit3 (8)  = this link was already processed for path estimation (runtime bit).&lt;br /&gt;
&lt;br /&gt;
so&lt;br /&gt;
  0= any units&lt;br /&gt;
  1= units of any size in fly mode&lt;br /&gt;
  2= small units flying or not&lt;br /&gt;
  3= small units in fly mode&lt;br /&gt;
  4= any size of flyers&lt;br /&gt;
  5= any size of flyers in fly mode&lt;br /&gt;
  6= small flyers&lt;br /&gt;
  7= small flying flyers&lt;br /&gt;
&lt;br /&gt;
Actually I dont know why there are TWO bits (0 and 2) which stand for flying... AFAIR every flying alien unit unable to walk, so they always have movement type &amp;quot;Fly&amp;quot; and mobility bit &amp;quot;fly mode&amp;quot; (like floaters, who are unable to use steps). Probably some of walking alien units was planned to have flying abilities, but abandoned for some reason.&lt;br /&gt;
--[[User:Volutar|Volutar]] 01:51, 27 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offsets 0x15 (21) &amp;amp; 0x16 (22) ==&lt;br /&gt;
&lt;br /&gt;
They seems to be used for AI patrol route distortion for BaseDefence mission type.&lt;br /&gt;
Before (and including) 30th turn of battle Aliens seems to be attracted by route nodes having one of these (or both) flags set (as boolean field). It&#039;s more like a target points, and they seems to be not interested in others at all. But after 30th turn of battle Aliens seems to be wandering all over the place without paying attention on these flags.&lt;br /&gt;
&lt;br /&gt;
It can be confirmed by clearing all these flags from XCOM base module maps, and setting them only for &amp;quot;lift&amp;quot; module nodes. Apparently they will be swarming around lift area, without trying to get somwehere else. But after 30 turn they must scatter. &lt;br /&gt;
--[[User:Volutar|Volutar]] 00:05, 28 September 2011 (EDT)&lt;br /&gt;
Yes, this was confirmed. Though if Alien spots your unit, it will pursue (in Snipe mode), no matter what routes and flags are&lt;br /&gt;
--[[User:Volutar|Volutar]] 00:51, 28 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wonder why there are so-called targetpoints (flags 5 in base defense) in the small rooms around the hangar?&lt;br /&gt;
Also, on terror sites there are flags 1 (and I found a flags 2 on a roof). They seem to be somewhat random, however on maps with buildings, the nodes with flags 1 are mostly inside. An explanation may be that aliens are attracted to these flags 1 nodes as targetpoints, making aliens targetting the inside of buildings to terrorise civilians.&lt;br /&gt;
On larger UFOs, the flags seems to have the same value as priority? Which might be an error in the data? Or maybe the flags values are not used in UFOs at all. There is a theory that until a certain turn aliens will prefer to stay inside and around the UFO before spreading to the outside, this might be controlled by this flags.&lt;br /&gt;
On other terrain once and a while there is a flags 1 value, the rest is 0. It could be aliens walk around and stand still and look around on the nodes with flags 1.&lt;br /&gt;
--[[User:Daiky|Daiky]] 15:45, 5 January 2012 (EST)&lt;br /&gt;
:Regarding the small rooms I&#039;ve seen aliens hiding on those, I can&#039;t remember if their are spawn points also though. I&#039;ve made quite a few attempts are figuring out what the values meant on terrain modes I&#039;ve created, usually based on the assumption that the higher the number on the flag the more the AI would &#039;choose&#039; to go to that point. Can&#039;t really say that it worked all the time. &lt;br /&gt;
:I&#039;ve always disregarded the theory that aliens leave their craft after turn 8. While it may seem that way, a more easy explanation is simply that the more aliens you have on a confined space, the longer it will take for them to reach the outside because they will block each other&#039;s movement (unless they spot a hostile unit, their scouting mode seems to be to go from one waypoint to the other unless they are blocked). Again most of this can&#039;t be exactly trusted because without some sort of proof, which I dont have other than observation. [[User:Hobbes|Hobbes]] 19:20, 5 January 2012 (EST)&lt;br /&gt;
::&amp;quot;the higher the number on the flag the more the AI would &#039;choose&#039; to go to that point.&amp;quot;; I also think this is a &amp;quot;weight&amp;quot; value when evaluating the next target node, but it&#039;s possible there is still some randomness on top of that, otherwise alien behaviour could become too predictable.&lt;br /&gt;
::Note that offset 0x2B (43) on unitref.dat also has something to do with pathfinding...&lt;br /&gt;
::--[[User:Daiky|Daiky]] 05:45, 6 January 2012 (EST)&lt;br /&gt;
:::I got no clue about &#039;offset 0x2B (43) on unitref.dat&#039; means :) I&#039;m not used to code, just using software that others created to mod things :) [[User:Hobbes|Hobbes]] 18:10, 8 January 2012 (EST)&lt;br /&gt;
Just read an old chat I had with BladeFireLight a while ago. This is what I wrote: &lt;br /&gt;
&#039;I tried it three times.....on the first I randomly attributed higher values to nodes in upper levels, on the second I attributed high values to specific nodes located on top of stairs and so forth, on the third I increased the value of the highest nodes and put high values on specific nodes to make sure that the aliens would choose them.............I ran each test about some 20 times using&lt;br /&gt;
VIS and on the last one the (aliens definitly kept themselves to the higher levels&#039; (VIS is an XComUtil flag that reveals the entire battlefield). &lt;br /&gt;
&#039;I think it&#039;s more a matter of probability....if you have a node with links to three others with the same value and one of them is in a higher level, there&#039;s one third of a chance that he&#039;ll go upstairs&#039; [[User:Hobbes|Hobbes]] 18:30, 8 January 2012 (EST)&lt;br /&gt;
:Started going over the .RMP files to create the routes for my terrain replacement mod for UFO. The theory of &#039;the higher the number on this flag, the most likely it will influence the AI&#039; seems to stick by looking at the distribution of the values, specially regarding UFOs. The bridges and engine areas of the larger UFOs usually have much higher values (&amp;gt;5) in clusters, most likely to force the aliens to stay on those areas, as usually seen during (it can also be inferred that they are used to create &#039;ambushes&#039;). The question still to be answered is what the AI does exactly - there are 2 main hypothesis at this point - a) that they are used by aliens on patrol/guard when choosing the next node that they will travel to (higher values are preferred over the lower ones) or b) that the number determines the time that the alien will spend on that node (which would be useful to set up snipers and ambushes. I will test for b) later. [[User:Hobbes|Hobbes]] 10:31, 26 January 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=70089</id>
		<title>MISDATA.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MISDATA.DAT&amp;diff=70089"/>
		<updated>2015-12-31T11:40:53Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */  changed wording on mission abort status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This 170 byte file (172 for TFTD) is only used by tactical saves, and much of it is made up of two-byte signed integers. It comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine and stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder. Contains info required for [[Battlescape Map Generation]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISDATA.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], effectively a mirror of the original &amp;quot;MISSION.DAT&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;MISSION2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the MISSDAT folder at the end of combat. Contains debreifing data (such as who won, what was recovered and what points were scored). The relevant offsets for this file are unused by the previous two versions.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#169|169]]/[[#171|171]]) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0xA9|0xA9]]/[[#0xAB|0xAB]]) in &#039;&#039;&#039;bold&#039;&#039;&#039;. Let us know what else you can find!!&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|The first 20 bytes are a count up of the various recoverable tile types in the map. These two-byte integers are only set if you actually won the mission by eliminating all enemy forces. These offsets + 100 index into the respective [[BASE.DAT]] values that they&#039;ll be added to.&lt;br /&gt;
&lt;br /&gt;
See [[Equipment Recovery]] for more information.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0-1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0-1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00-0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00-0x01&lt;br /&gt;
|[[UFO Power Source]] ([[MCD#59|MCD[59]]] set to 02).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-3&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x03&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x03&lt;br /&gt;
|[[UFO Navigation]] ([[MCD#59|MCD[59]]] set to 03, not counted for alien bases).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;4-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;4-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x04-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x04-0x05&lt;br /&gt;
|[[UFO Construction]] ([[MCD#59|MCD[59]]] set to 04, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-7&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x07&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x07&lt;br /&gt;
|[[Alien Food]] ([[MCD#59|MCD[59]]] set to 05).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;8-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;8-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x08-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x08-0x09&lt;br /&gt;
|[[Alien Reproduction]] ([[MCD#59|MCD[59]]] set to 06, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10-11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10-11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A-0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A-0x0B&lt;br /&gt;
|[[Alien Entertainment]] ([[MCD#59|MCD[59]]] set to 07).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12-13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12-13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C-0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C-0x0D&lt;br /&gt;
|[[Alien Surgery]] ([[MCD#59|MCD[59]]] set to 08).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14-15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14-15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E-0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E-0x0F&lt;br /&gt;
|[[Examination Room]] ([[MCD#59|MCD[59]]] set to 09).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16-17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16-17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10-0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10-0x11&lt;br /&gt;
|[[Alien Alloys]] ([[MCD#59|MCD[59]]] set to 10).&lt;br /&gt;
&lt;br /&gt;
The total is divided by 2 for a UFO mission or 30 for an alien base. The value stored here is further divided by 5 to get the result you see on the debriefing screen.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18-19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18-19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12-0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12-0x13&lt;br /&gt;
|[[Alien Habitat]] ([[MCD#59|MCD[59]]] set to 11, no known tiles have this set).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20-21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20-21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14-0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14-0x15&lt;br /&gt;
|Mission descriptor. Possible values:&lt;br /&gt;
 &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                              &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
 0: UFO Site                      0: USO Site&lt;br /&gt;
 1: Terror Site                   1: Port/Island Attack&lt;br /&gt;
 2: Base Defence (X-COM Base)     2: Base Defense (X-COM Base)&lt;br /&gt;
 3: Base Offense (Alien Base)     3: Colony Stage 1&lt;br /&gt;
 4: Mars Stage 1                  4: T&#039;leth Stage 1&lt;br /&gt;
 5: Mars Stage 2                  5: T&#039;leth Stage 2&lt;br /&gt;
                                  6: T&#039;leth Stage 3&lt;br /&gt;
                                  7: Artefact Site Stage 1&lt;br /&gt;
                                  8: Artefact Site Stage 2&lt;br /&gt;
                                  9: Passenger/Cargo Ship Stage 1&lt;br /&gt;
                                 10: Passenger/Cargo Ship Stage 2&lt;br /&gt;
                                 11: Colony Stage 2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;22-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x16-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Values &amp;lt;b&amp;gt;22-73&amp;lt;/b&amp;gt; (Hex: &amp;lt;b&amp;gt;16-49&amp;lt;/b&amp;gt;) primarily hold scoring information. As per the tile recovery indexes, these are only stored in the final &amp;quot;end-of-combat&amp;quot; MISSION2.DAT. For temporary storage mid-mission, some of these values are stored in [[WGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22-23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22-23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16-0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16-0x17&lt;br /&gt;
|Aliens killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24-25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24-25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18-0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18-0x19&lt;br /&gt;
|Aliens killed score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26-27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26-27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A-0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A-0x1B&lt;br /&gt;
|Alien corpses.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28-29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28-29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C-0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C-0x1D&lt;br /&gt;
|Corpse score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30-31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30-31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E-0x1F&lt;br /&gt;
|Live aliens captured.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32-33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32-33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20-0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20-0x21&lt;br /&gt;
|Live alien score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34-35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34-35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22-0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22-0x23&lt;br /&gt;
|Artefacts (&#039;&#039;unresearched&#039;&#039; alien items) recovered.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36-37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36-37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24-0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24-0x25&lt;br /&gt;
|Artefacts score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38-39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38-39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26-0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26-0x27&lt;br /&gt;
|Alien base control destroyed. This flags if you win a [[Alien_Base_Assault|base offense mission]] by killing all enemy forces, or if you destroy all 16 nav modules in the command center. If not zero, the base you were attacking will be removed from the world map at the end of combat.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40-41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40-41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28-0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28-0x29&lt;br /&gt;
|Base control score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42-43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42-43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A-0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A-0x2B&lt;br /&gt;
|Civilians killed by aliens.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44-45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44-45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C-0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C-0x2D&lt;br /&gt;
|Civilians killed by aliens score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46-47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46-47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E-0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E-0x2F&lt;br /&gt;
|Civilians killed by X-COM.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48-49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48-49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30-0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30-0x31&lt;br /&gt;
|Civilians killed by X-COM score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50-51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50-51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32-0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32-0x33&lt;br /&gt;
|Civilians saved.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52-53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52-53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34-0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34-0x35&lt;br /&gt;
|Civilians saved score.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54-55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54-55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36-0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36-0x37&lt;br /&gt;
|X-COM troopers killed.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56-57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56-57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38-0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38-0x39&lt;br /&gt;
|X-COM troopers killed score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58-59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58-59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A-0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A-0x3B&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60-61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60-61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C-0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C-0x3D&lt;br /&gt;
|X-COM troopers &amp;quot;retired through injury&amp;quot; score (never actually flags).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62-63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62-63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E-0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E-0x3F&lt;br /&gt;
|X-COM troopers MIA.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64-65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64-65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40-0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40-0x41&lt;br /&gt;
|X-COM troopers MIA score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66-67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66-67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42-0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42-0x43&lt;br /&gt;
|Tanks lost.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68-69&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68-69&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44-0x45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44-0x45&lt;br /&gt;
|Tanks lost score (typically negative).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;70-71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;70-71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x46-0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x46-0x47&lt;br /&gt;
|X-COM craft lost (GeoScape ignores this if you actually lose a craft, Tactical sets it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72-73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72-73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48-0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48-0x49&lt;br /&gt;
|X-COM craft lost score (GeoScape ignores this if you actually lose a craft, Tactical doesn&#039;t set it regardless).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74-75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74-75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A-0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A-0x4B&lt;br /&gt;
|A value based on the time at the [[LOC.DAT]] location. References into a table stored in the executable in order to define the values in [[BGLOB.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C&lt;br /&gt;
|For a UFO site, this is the [[LOC.DAT]] reference corresponding to the crash site. This is plausibly true for every mission type (with the possible exception of the [[Cydonia|Mars assault]]). Used to determine whether the alien ship crashed or not (and therefore whether to randomly detonate the power supply units). &#039;&#039;I seem to remember that tweaking this byte could have an effect on [[BGLOB.DAT]], but I might&#039;ve confused myself. - [[User:Bomb Bloke|Bomb Bloke]] 03:45, 23 June 2008 (PDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4D&lt;br /&gt;
|Index into [[CRAFT.DAT]] pointing to the craft sent on this mission. In the case of base defence (see offset [[#79|[79]]]), it indexes to the [[LOC.DAT]] record for the base in concern.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E&lt;br /&gt;
|Victory status.&lt;br /&gt;
&lt;br /&gt;
 0: Mission aborted with some units in exit areas.&lt;br /&gt;
 1: Mission won.&lt;br /&gt;
 2: Mission lost.&lt;br /&gt;
 3: Mission aborted with no units in exit areas.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4F&lt;br /&gt;
|0 unless the mission is a UFO site, in which case it is 1. Determines use of [[#77|[77]]] but doesn&#039;t seem to affect [[#16-17|[16-17]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80-151&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80-151&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50-0x97&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50-0x97&lt;br /&gt;
|A list of 36 two-byte integers, used during base defence missions. In order, they represent each module in your base, reading from left to right, top to bottom.&lt;br /&gt;
&lt;br /&gt;
At the end of battle, the tactical game engine tallies up the amount of [[Base_Defence#Destruction_Of_Base_Facilities|&amp;quot;target&amp;quot; objects]] existing within each module, and stores the results in &amp;quot;MISSION2.DAT&amp;quot;. If that figure is 0 for any given destructible [[Base_Facilities_(EU)|facility]], then the geoscape engine will remove it from your base (along with any &#039;&#039;other&#039;&#039; modules that relied on that section for passage to the [[Access Lift]]).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Target objects&amp;quot; are tiles that have offset 60 set to 1 within their [[MCD]] record.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;span id=&amp;quot;152-167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span id=&amp;quot;0x98-0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bytes &#039;&#039;&#039;152-167&#039;&#039;&#039; (Hex: &#039;&#039;&#039;0x98-0xA7&#039;&#039;&#039;) allow you to use the following equipment only if they are set to 1. X-COM produced equipment can be used even if it hasn&#039;t been researched (however, in order to get it into combat, you must build it - and &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; requires research). The last three entries in the list are item slots that were never used in the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;152&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;152&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x98&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x98&lt;br /&gt;
|Enables [[Heavy Plasma]] ([[OBDATA.DAT|ObData]][34])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;153&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;153&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x99&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x99&lt;br /&gt;
|Enables [[Heavy Plasma Clip]] ([[OBDATA.DAT|ObData]][35])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;154&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;154&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9A&lt;br /&gt;
|Enables [[Plasma Rifle]] ([[OBDATA.DAT|ObData]][36])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;155&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;155&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9B&lt;br /&gt;
|Enables [[Plasma Rifle Clip]] ([[OBDATA.DAT|ObData]][37])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;156&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;156&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9C&lt;br /&gt;
|Enables [[Plasma Pistol]] ([[OBDATA.DAT|ObData]][38])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;157&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;157&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9D&lt;br /&gt;
|Enables [[Plasma Pistol Clip]] ([[OBDATA.DAT|ObData]][39])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;158&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;158&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9E&lt;br /&gt;
|Enables [[Blaster Launcher]] ([[OBDATA.DAT|ObData]][40])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;159&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;159&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x9F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x9F&lt;br /&gt;
|Enables [[Blaster Bomb]] ([[OBDATA.DAT|ObData]][41])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;160&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;160&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA0&lt;br /&gt;
|Enables [[Small Launcher]] ([[OBDATA.DAT|ObData]][42])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;161&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;161&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA1&lt;br /&gt;
|Enables [[Stun Bomb]] ([[OBDATA.DAT|ObData]][43])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;162&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;162&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA2&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA2&lt;br /&gt;
|Enables [[Alien Grenade]] ([[OBDATA.DAT|ObData]][44])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;163&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;163&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA3&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA3&lt;br /&gt;
|Enables [[Elerium-115]] ([[OBDATA.DAT|ObData]][45])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;164&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;164&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA4&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA4&lt;br /&gt;
|Enables [[Mind Probe]] ([[OBDATA.DAT|ObData]][46])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;165&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;165&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA5&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][47])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;166&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;166&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA6&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA6&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][48])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;167&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA7&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA7&lt;br /&gt;
|Enables &amp;quot;null&amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&amp;quot; ([[OBDATA.DAT|ObData]][49])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;168-169&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;168-169&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xA8-0xA9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xA8-0xA9&lt;br /&gt;
|Determines the language in which the mission was initiated. If the game is saved and later loaded, this overrides whatever language was selected when the program started.&lt;br /&gt;
&lt;br /&gt;
 0 - English&lt;br /&gt;
 1 - German&lt;br /&gt;
 2 - French&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;170&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;170&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xAA&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xAA&lt;br /&gt;
|Only present for TFTD. Determines the depth level (that is, which [[PALETTES.DAT#TFTD Tactical Palettes|battlescape palette]] to use, whether to render air bubbles around units, and which background noise to play):&lt;br /&gt;
&lt;br /&gt;
 0 - Surface&lt;br /&gt;
 1 - Shallow Water&lt;br /&gt;
 2 - Medium Depths&lt;br /&gt;
 3 - Deep Sea&lt;br /&gt;
&lt;br /&gt;
Values above 3 use the surface palette, but otherwise act as though the mission were underwater.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;171&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;171&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0xAB&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0xAB&lt;br /&gt;
|Only present for TFTD. Unknown, never seen it flag. Not a part of the above value.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Battlescape Map Generation]]&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[OBDATA.DAT]]&lt;br /&gt;
* [[MCD|MCD files]]&lt;br /&gt;
* [[WGLOB.DAT]]&lt;br /&gt;
* [[CRAFT.DAT]]&lt;br /&gt;
* [[BASE.DAT]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=69965</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=69965"/>
		<updated>2015-12-26T02:13:21Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=normal, 1=special). &lt;br /&gt;
 0: Only those locations specified for units of the appropriate rank, size, and flying ability are used. &lt;br /&gt;
 1: Civilian spawn points are used, ignoring a unit&#039;s rank, but still selected by the unit&#039;s size and flying ability.&lt;br /&gt;
As result - Commanders/leaders can occasionally be spawned outside of the UFO craft (and ramble around the UFO) and not in the &amp;quot;control room&amp;quot;, which has an exclusive commander spawn node. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
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!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
:For AI mode 2:&lt;br /&gt;
::Byte 70 is the UNITPOS reference number for this unit&#039;s target. - Tycho&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are&lt;br /&gt;
:::0:PATROL                             &lt;br /&gt;
:::1:SNIPER&lt;br /&gt;
:::2:ATTACKING                          &lt;br /&gt;
:::3:ESCAPING&lt;br /&gt;
:::4:GUARD                              &lt;br /&gt;
:::5:Returning to UFO. &lt;br /&gt;
:255 (-1): Makes the program recalculate the AI mode.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|[Garbage unused by game] Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120-123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120-123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78-0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78-0x7B&lt;br /&gt;
|Unit bit flags (32bit), mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-0x81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable) - [unused by game - taken from &amp;quot;underwater&amp;quot; flag]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes) [unused by game - calculated on-fly]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 119 values.&lt;br /&gt;
   Unknown values (5 in total):&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=69964</id>
		<title>UNITREF.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UNITREF.DAT&amp;diff=69964"/>
		<updated>2015-12-26T02:02:13Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Structure */  more information on Byte 70.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Saved Game Files|save game file]] that has a record size of 124 bytes for UFO, or 132 for TFTD. Values are unsigned unless otherwise stated. Some bytes represent bitfields. There are 80 records (not all of them necessarily used) for a fixed file size of 9,920 bytes (or 10,560 for TFTD). It goes hand in hand with [[UNITPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
Comes in three flavours:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Initially created by the GeoScape engine before tactical battles. Stored in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder and contains info on all units that will be present in the coming mission (in an alive state - the deaths of aliens killed by exploding UFO power units isn&#039;t determined until [[Battlescape_Map_Generation#KABOOM.21.21|later]]). Unlike the other two versions, this only contains the bare minimum number of records required to store the units it details.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNITREF.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Created along with a [[Saved_Game_Files#Battlescape_Files|battlescape save]], contains the mid-mission state of the unit table.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;UNIREF2.DAT&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Appears in the [[Saved_Game_Files#Missdat_Files|MISSDAT]] folder at the end of combat. Used to determine which troopers/tanks survived, statistic gains via [[experience]], and which aliens need to be hauled off to the [[Alien Containment]] unit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte offset ([[#0|0]] to [[#123|123]] (or [[#131|131]] for TFTD)) followed by the equivalent hex offset ([[#0x00|0x00]] to [[#0x7B|0x7B]] (or [[#0x83|0x83]] for TFTD)). Notes apply to both UFO and TFTD unless otherwise stated. Let us know what else you can find - refer to the [[#Notes|bottom of the page]] for those values that&#039;re unknown, or to the [[Talk:UNITREF.DAT|talk page]] for further ideas as to what they could be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Decimal)&lt;br /&gt;
!Offset&amp;lt;br&amp;gt;(Hex)&lt;br /&gt;
!Usage&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x00&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x00&lt;br /&gt;
|Type of unit. Unit scream and movement sound effects are based on this and gender. Gender and flying abilities affect the sprites as well. Not turrets. Specifically: [[#53|[53]]] &amp;amp; [[#54|[54]]] (weapons in hands), [[#115|[115]]] (gender) and [[#120|[120]]] (other flags) affect the final screen image. If the unit is a large unit, this will also determine the appearance of the last three quarters of the unit. This does NOT affect: the flying ability of the unit, the soldier image in the inventory screen, or the special abilities for certain aliens.&lt;br /&gt;
      &amp;lt;b&amp;gt;UFO&amp;lt;/b&amp;gt;                                        &amp;lt;b&amp;gt;TFTD&amp;lt;/b&amp;gt;&lt;br /&gt;
   0: Male/female unarmored X-COM soldier     0: Male/female unarmored X-COM diver   &lt;br /&gt;
   1: Male/female personal armor soldier      1: Male/female plastic armor diver&lt;br /&gt;
   2: Power/flying suit soldier               2: Power/flying suit diver&lt;br /&gt;
   3: Tank                                    3: Tank&lt;br /&gt;
   4: Sectoid                                 4: Aquatoid&lt;br /&gt;
   5: Snakeman                                5: Gillman&lt;br /&gt;
   6: Ethereal                                6: Lobster Man&lt;br /&gt;
   7: Muton                                   7: Tasoth&lt;br /&gt;
   8: Floater                                 8: Calcinite&lt;br /&gt;
   9: Celatid                                 9: Deep One&lt;br /&gt;
  10: Silacoid                               0A: BioDrone&lt;br /&gt;
  11: Chryssalid                             0B: Tentaculat&lt;br /&gt;
  12: Reaper                                 0C: Triscene&lt;br /&gt;
  13: Sectopod                               0D: Hallucinoid&lt;br /&gt;
  14: Cyberdisc                              0E: Xarquid&lt;br /&gt;
  15: Male civilian                          0F: Male civilians&lt;br /&gt;
  16: Female civilian                        10: Female civilians&lt;br /&gt;
  17: Zombie                                 11: Zombie&lt;br /&gt;
 255: Unused                                255: Unused&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;If the corresponding [[UNITPOS.DAT]] record is unused, then the record is unused.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;1&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x01&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x01&lt;br /&gt;
|Inventory paper doll image. File &amp;quot;UFOGRAPH\MAN_&amp;quot;+(char)(value + 48)+&amp;quot;.SPK&amp;quot; will be used as the inventory sprite, unless the value is 0 or 1. In those cases, [[#115|[115]]] and [[#116|[116]]] are used to determine the picture.&lt;br /&gt;
 0: No armor.&lt;br /&gt;
 1: Personal armour.&lt;br /&gt;
 2: Power suit.&lt;br /&gt;
 3: Flying suit.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;2-5&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;2-5&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x02-0x05&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x02-0x05&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|PCK set]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;6-9&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;6-9&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x06-0x09&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x06-0x09&lt;br /&gt;
|Four byte value pointing to RAM location of the [[Image_Formats#PCK|TAB index for the PCK data]] used by the unit. Re-determined when the save game is loaded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;10&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0A&lt;br /&gt;
|Unit facing. Does NOT control HWP turret direction; see [[#24|[24]]].&lt;br /&gt;
   0: North     (up right)&lt;br /&gt;
   1: Northeast (right)&lt;br /&gt;
   2: East      (down right)&lt;br /&gt;
   3: Southeast (down)&lt;br /&gt;
   4: South     (down left)&lt;br /&gt;
   5: Southwest (left)&lt;br /&gt;
   6: West      (up left)&lt;br /&gt;
   7: Northwest (up)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;11&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0B&lt;br /&gt;
|Movement type. When entering a given map location, each tile is checked to see the TU requirements accordingly. [[MCD]][39+[[#11|UnitRef[11]]]] is the offset used. Note: By default, this is 0 for ALL unit types.&lt;br /&gt;
   0: Walking&lt;br /&gt;
   1: Sliding&lt;br /&gt;
   2: Flying&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;12&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0C&lt;br /&gt;
|Current TUs.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;13&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0D&lt;br /&gt;
|Current Health. Health of 0 = Dead. Compare [[#42|[42]]], [[#120|[120]]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For my [[Talk:Bravery|Bravery experience point testing]], I killed 15 of 16 aliens by setting this to zero, and my soldiers to 0 Morale. When I loaded the savegame, the aliens were still &amp;quot;alive&amp;quot; (i.e., up), then all died when I ended this turn. So death is probably only checked when injury happens, and at end of turn... to truly kill them dead on the ground through savegame editing must take more. And arg - when they all died, my soldiers all went to 100 Morale! So I edited them back to 0 Morale. But guess what... then all the aliens died &#039;&#039;&#039;again&#039;&#039;&#039; at the end of &#039;&#039;&#039;next&#039;&#039;&#039; turn, even though they were all on the ground (I heard screams, and all soldiers&#039; Morale went to 100 again). What the heck? The aliens stayed down after that, though. --[[User:MikeTheRed|MikeTheRed]] 16:01, 3 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Update: [[UNITPOS.DAT]] offset 10 bit 2 should be used to kill a unit entirely dead. Thanks, NKF &amp;amp; BB - MTR&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;While the game kills characters when Health&amp;lt;=Fatal Wounds (__ dies message), XComUtil will recover them based if their health is greater than 0.  Haven&#039;t tested an unmodified game.  --[[User:Zaimoni|Zaimoni]] 11:52, 14 April 2007 (CDT)&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;14&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0E&lt;br /&gt;
|Current Stun level &#039;&#039;how much falloff of paralysis every turn? What determines it?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;15&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x0F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x0F&lt;br /&gt;
|Current Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;16&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x10&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x10&lt;br /&gt;
|Current Reactions  &#039;&#039;NKF: affected by health percentage&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;17&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x11&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x11&lt;br /&gt;
|Strength&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;18&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x12&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x12&lt;br /&gt;
|Current Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;19&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x13&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x13&lt;br /&gt;
|Current Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;20&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x14&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x14&lt;br /&gt;
|Current Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;21&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x15&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x15&lt;br /&gt;
|Current Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;22&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x16&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x16&lt;br /&gt;
|Current Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Base&amp;quot; means the original (total) value (as carried forward from geoscape) - Also see Note 1 re: Base soldier stat values.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;23&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x17&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x17&lt;br /&gt;
|Base Firing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;24&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x18&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x18&lt;br /&gt;
|Base Throwing accuracy. Current value = this * [[#13|[13]]]/[[#26|[26]]] (percent health)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Tanks (turreted units?) always have 0 throwing accuracy. They use this for turret facing, relative to unit facing. 0 means it&#039;s facing forwards. Additional values are clockwise increments; see [[#10|[10]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;25&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x19&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x19&lt;br /&gt;
|Base TUs&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;26&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1A&lt;br /&gt;
|Base Health&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;27&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1B&lt;br /&gt;
|Base Energy&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;28&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1C&lt;br /&gt;
|Base Reactions&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;These Base Armour values are used to show the starting armor value in the Attributes screen (so you can readily see if it&#039;s been damaged&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;29&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1D&lt;br /&gt;
|Base Front Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;30&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1E&lt;br /&gt;
|Base Left Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;31&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x1F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x1F&lt;br /&gt;
|Base Right Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;32&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x20&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x20&lt;br /&gt;
|Base Rear Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;33&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x21&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x21&lt;br /&gt;
|Base Under Armour&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;34&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x22&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x22&lt;br /&gt;
|Supposedly this was going to be Health Recharge which would function like the Energy Recharge. Always 0 and ignored by game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;35&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x23&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x23&lt;br /&gt;
|Energy to recharge each turn. Equals &#039;&#039;&#039;recruit initial&#039;&#039;&#039; TUs/3 ([[SOLDIER.DAT]][43], &#039;&#039;&#039;not&#039;&#039;&#039; total base TUs). This is a signed byte. See [[Time Units]] and [[Energy#Usage|Energy Usage]]; also see [[#45|[45]]] (energy usage when walking/turning). &#039;&#039;BombBloke: Is this affected by damage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;36&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x24&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x24&lt;br /&gt;
|Supposedly this was going to be Armor Recharge which would function like the Energy Recharge. Always 0 and probably unused, but needs testing.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;37&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x25&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x25&lt;br /&gt;
|Psi skill. Psi stats not displayed/usable until this is greater then 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;38&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x26&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x26&lt;br /&gt;
|Item to create when unit is unconscious/dead (index into obdata.dat).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;NKF:&amp;lt;/i&amp;gt; If you set this value to that of a usable item, the item that is created in place of the unconscious or dead soldier can be used like the ordinary item. Elerium pods, for example, can be recovered for 50 elerium each after the battle. Weapons can be used as you normally use them, etc.&lt;br /&gt;
&lt;br /&gt;
For unconscious &#039;units&#039;, the item will be treated as the unconscious body - it will retain the name of the unconscious unit when looked at via the inventory screen. Picking up and using the &#039;item&#039; will work, but when the unit wakes up, the &#039;item&#039; image in the soldier&#039;s hands is not cleared, even though the item no longer &#039;exists&#039; in the soldier&#039;s hands. Using this &#039;item&#039; will just crash the battlescape.&lt;br /&gt;
&lt;br /&gt;
Actually, I do not even want to think about what would happen if you &#039;prime&#039; a grenade/stunned body.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;39&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x27&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x27&lt;br /&gt;
|&amp;quot;Soldier value&amp;quot; a.k.a. victory points. You gain (or lose, as the case may be) score at the end of combat according to this value when the unit dies.&lt;br /&gt;
*For X-COM units: A soldier with 42 will be worth -42 points if killed. Note this doesn&#039;t seem to apply if the soldier is killed when unconscious. The soldier just vanishes.&lt;br /&gt;
*For aliens: A commander with 35 will give you +35 points if killed.&lt;br /&gt;
*This value is the same as [[SOLDIER.DAT]] bytes 15-16 (a Word) and equals: &lt;br /&gt;
    20 + Missions + Rank Bonus&lt;br /&gt;
    &lt;br /&gt;
    with [[Rank]] Bonus as follows: SGT +1, CPT +3, COL +6, CDR +10&lt;br /&gt;
Note that although this equation holds true, the value is not actually computed per se. Instead, 1 is added directly to it each mission, as is a rank-bonus delta if you advance (e.g. COL to CDR, delta +4). In other words, hacking the Missions or Rank fields does not affect this value.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;40&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x28&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x28&lt;br /&gt;
|Index into [[SOLDIER.DAT]], so game knows what to update. 255 = does not belong to anyone (i.e., it&#039;s not a soldier). &#039;&#039;NKF: This byte is critical for player controlled units. If this doesn&#039;t refer to anything, the unit ceases to exist at the end of the game. If it points to a valid soldier entry in soldier.dat, the soldier.dat entry will be updated.&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;41&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x29&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x29&lt;br /&gt;
|Animation frame counter for the unit. Used by eg [[Celatid]]s and [[Silacoid]]s. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;42&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2A&lt;br /&gt;
|Rank. Affects morale loss and interface icon (hull for tanks). Only X-COM troopers display rank icons.&lt;br /&gt;
    &amp;lt;u&amp;gt;X-COM&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Rookie   &#039;&#039;Civvies are 0 too&#039;&#039;&lt;br /&gt;
      1: Squaddie&lt;br /&gt;
      2: Sergeant&lt;br /&gt;
      3: Captain&lt;br /&gt;
      4: Colonel&lt;br /&gt;
      5: Commander&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Aliens&amp;lt;/u&amp;gt;&lt;br /&gt;
      1: Commander&lt;br /&gt;
      2: Leader&lt;br /&gt;
      3: Engineer&lt;br /&gt;
      4: Medic&lt;br /&gt;
      5: Navigator&lt;br /&gt;
      6: Soldier&lt;br /&gt;
      7: Terrorist&lt;br /&gt;
    255: Dead/unused&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;u&amp;gt;Hull shape for X-COM tanks:&amp;lt;/u&amp;gt;&lt;br /&gt;
      0: Treaded&lt;br /&gt;
      1: Hover&lt;br /&gt;
&#039;&#039;I don&#039;t see 255 set for three dead mutons in a current game... [[#13|[13]]] (Health=0) seems to be the only reliable death indicator for them. Compare [[#120|[120]]]. -[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;43&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2B&lt;br /&gt;
|Called &amp;quot;deployment&amp;quot; with values of 0 or 1 (0=normal, 1=special). &lt;br /&gt;
 0: Only those locations specified for units of the appropriate rank, size, and flying ability are used. &lt;br /&gt;
 1: Civilian spawn points are used, ignoring a unit&#039;s rank, but still selected by the unit&#039;s size and flying ability.&lt;br /&gt;
As result - Commanders/leaders can occasionally be spawned outside of the UFO craft (and ramble around the UFO) and not in the &amp;quot;control room&amp;quot;, which has an exclusive commander spawn node. &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;44&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2C&lt;br /&gt;
|Alien aggression. The higher it is, the less likely an alien will take cover. Maximum of 2. 0=Cautious,1=Normal,2=Aggressive  &#039;&#039;MTR: This is true for aliens in Hobbes game, but soldiers have values from 4 to 254. Garbage? Delete this comment if so.&#039;&#039; This determines the amount of the unit&#039;s TUs that are devoted to shooting: 0=50%,1=60%,2=66%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;45&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;45&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2D&lt;br /&gt;
|Used to calculate energy loss when walking or turning as: INT( TUs / 2&amp;lt;sup&amp;gt;[45]&amp;lt;/sup&amp;gt; ). See [[Energy#Usage]]; compare [[#35|[35]]] (energy recharge per turn). Set this byte to 4 to ensure no energy use whatsoever (maximum map [[Time Units#Time_Unit_Walking_Usage_Tables|tile TU cost]] is 12). &#039;&#039;In Hobbes game, many aliens are 0 and all soldiers are 1, but a dozen aliens have higher values ranging all the way up to 112! Garbage and/or the game doesn&#039;t care if they are garbage?&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;46&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2E&lt;br /&gt;
|HWP turret image. Only used (and only appears) if unit type [[#0|[0]]]=3 (X-COM tanks):&lt;br /&gt;
    0: Cannon&lt;br /&gt;
    1: Rocket&lt;br /&gt;
    2: Laser&lt;br /&gt;
    3: Plasma&lt;br /&gt;
    4: Blaster&lt;br /&gt;
    5,6: ? Blanks&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; For non-tanks, this controls the inventory layout. &#039;&#039;Only&#039;&#039; 0 and 1 are valid. 0 is the standard layout seen on all soldiers. 1 is an alternate layout that may have been intended for custom tank equipment. Larger values only crash the game due to missing files. Also see [[#113|[113]]] and [[#117|[117]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;47&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x2F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x2F&lt;br /&gt;
|This is a direct copy of offset[48] from the [[MCD]] record of the tile the unit is standing on. A signed byte.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;48&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x30&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x30&lt;br /&gt;
|Values for this byte always equal [[#52|[52]]] and are:&lt;br /&gt;
   2  (3x3 square; legacy 5 pixels):  Sectoid&lt;br /&gt;
   3  (5x5 square, corners removed; legacy 7 pixels):  Celatid, Chryssalid, Civvie,&lt;br /&gt;
      Ethereal, Floater, Muton, Snake, &#039;&#039;&#039;Soldier&#039;&#039;&#039;&lt;br /&gt;
   4  (7x7 octagon; legacy 9 pixels):  Cyberdisc, Hovertank, Reaper, Sectopod, Tank&lt;br /&gt;
   5 (9x9 square, Ls with 3-pixel legs removed; legacy 11 pixels):  Silacoid&lt;br /&gt;
Based on copious research by [[User:Bomb_Bloke|Bomb_Bloke]], [[User:Seb76|Seb76]], [[user:Zombie|Zombie]], and others, this has been found to be a LOF Template look-up for the shape of targets; Loftemps 2 to 5 define the &amp;quot;3D&amp;quot; shape of units relative to Line Of Fire as a cylinder, where 2 (Sectoid) is a thin cylinder and 5 (Silacoid) is very wide. The pixel width of each &amp;quot;silhoutte&amp;quot; that [[LOFTEMPS.DAT]] corresponds to has been added to the list above (see LOFTemps images 2-5). Tiles are 16 pixels wide in the X or Y direction (that&#039;s what this byte is about), and 24 pixels high (compare [[#49|[49]]]).&lt;br /&gt;
&lt;br /&gt;
This cylindrical shape is used in conjunction with height [[#49|[49]]] to define the silhouette that targets present to a shooter. Combine the pixel-width cross-section from Loftemps with height to find the cross-sectional area presented to shooters (sorted on increasing cross-section):&lt;br /&gt;
&lt;br /&gt;
                     LOF     LOF             Cross    Percent&lt;br /&gt;
                    Lookup  Width   Height  Section   of 384    Float   4x?&lt;br /&gt;
 Type               &#039;&#039;UR[48]  Pixels  UR[[#49|[49]]] Pxls X Ht  (16x24)   UR[[#51|[51]]]&#039;&#039;&lt;br /&gt;
 ----               ------  ------  ------ ---------  -------   ------  ---&lt;br /&gt;
 Sectoid               2       5      16       80      20.8%       -     -&lt;br /&gt;
 Celatid               3       7      12       84      21.9%       6     -&lt;br /&gt;
 Soldier (Kneeling)    3       7      14       98      25.5%       -     -&lt;br /&gt;
 Hovertank             4       9      12      108      28.1%       6    Yes&lt;br /&gt;
 Silacoid              5      11      10      110      28.6%       -     -&lt;br /&gt;
 Snakeman              3       7      18      126      32.8%       -     -&lt;br /&gt;
 Zombie                3       7      18      126      32.8%       -     -&lt;br /&gt;
 Ethereal              3       7      20      140      36.5%       -     -&lt;br /&gt;
 Cyberdisc             4       9      15      135      35.2%       2    Yes&lt;br /&gt;
 Chryssalid            3       7      21      147      38.3%       -     -&lt;br /&gt;
 Civilian              3       7      21      147      38.3%       2     -&lt;br /&gt;
 Floater               3       7      21      147      38.3%       2     -&lt;br /&gt;
 Muton                 3       7      21      147      38.3%       -     -&lt;br /&gt;
 Tank                  4       9      16      144      37.5%       -    Yes&lt;br /&gt;
 Soldier               3       7      22      154      40.1%       -     -&lt;br /&gt;
 Reaper                4       9      23      207      53.9%       -    Yes&lt;br /&gt;
 Sectopod              4       9      23      207      53.9%       -    Yes&lt;br /&gt;
Units take up an amount of the whole tile (as seen in cross-section by a shooter) as shown in the &amp;quot;Percent of 384&amp;quot; column. In reality, though, the [[Firing Accuracy|accuracy]] of shots makes this a more complex topic than the percents suggest. Also, dividing by 384 is an oversimplification, since it implies a directly rectangular shot (shooting right down the X or Y axis). While it&#039;s useful to see, keep in mind that this column only shows relative numbers.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;i&amp;gt;[[User:Zaimoni|Zaimoni]]: actual cross section depends on shot facing.  The table is close to correct for pure diagonal shots, so leaving alone for now.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit Float number ([[#51|[51]]], below) is shown simply for convenience. It does not enter into the cross-sectional computations. &amp;quot;4x&amp;quot; units actually consist of four units grouped in tight 2x2 formation (making their cross section effectively much larger then the percentage stated).&lt;br /&gt;
&lt;br /&gt;
Note that causing an X-Com soldier to kneel causes their cross section to fall by 36.36~% of that of when they are standing.&lt;br /&gt;
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!&amp;lt;span id=&amp;quot;49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;49&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x31&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x31&lt;br /&gt;
|[[height|Standing height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;50&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x32&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x32&lt;br /&gt;
|[[height|Kneeling height]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;51&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x33&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x33&lt;br /&gt;
|Floating [[height]]. A unit &#039;floats&#039; this high above the ground, thus allowing shots to fly underneath. The highest point of a unit can be found by adding this to the units height stat. &amp;lt;i&amp;gt;Does this have an effect on explosive damage?&amp;lt;/i&amp;gt;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;52&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x34&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x34&lt;br /&gt;
|&amp;quot;Radius&amp;quot; of LOF Template. Always the same as [[#48|[48]]] in all known saved games. More info can be found at [[Talk:UNITREF.DAT#Offsets_0x30_.26_0x34|Talk:UNITREF.DAT#Offsets_0x30_&amp;amp;_0x34]] ([48] and [52]).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;53&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x35&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x35&lt;br /&gt;
|Image index for item in left hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;54&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x36&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x36&lt;br /&gt;
|Image index for item in right hand. 255 for none. Indexes into [[OBDATA.DAT]], not [[OBPOS.DAT]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|&#039;&#039;NKF:&#039;&#039; If there is no item in the unit&#039;s hands, but one of the above two bytes are set, the &#039;image&#039; that represents the item will still be displayed in the battlescape. If these phantom items are clicked on, the game crashes. If the image is not the right type for the real item in hand, the ammo count doesn&#039;t get displayed. Otherwise, it&#039;ll work as normal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;55&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x37&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x37&lt;br /&gt;
|[[Damage#Susceptible_to...|Damage Modifier]] Category&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed in the executable. A value of 1 indicates the first DM category, a value of 4 indicates the 4th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but I think there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Value&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
    &#039;&#039;&#039;0&#039;&#039;&#039;      Terrain and Items&lt;br /&gt;
    &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
    &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
    &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
    &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
    &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
    &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
    &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
    &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
    &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
   &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
   &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
   &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
   &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;56&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;56&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x38&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x38&lt;br /&gt;
|[[Melee Accuracy]] ([[SOLDIER.DAT]] bytes 50 (initial) &amp;amp; 60 (increase) added together)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;57&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;57&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x39&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x39&lt;br /&gt;
|[[Psionic Strength]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;58&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;58&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3A&lt;br /&gt;
|Current [[Morale]]. Base morale is hardcoded to 100.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;59&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;59&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3B&lt;br /&gt;
|[[Bravery]] = 110 - (10 * &#039;&#039;this value&#039;&#039;)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;60&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;60&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3C&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3C&lt;br /&gt;
|Panic mode. This takes effect at the start of the unit&#039;s next turn. Since it is cleared at that point, you&#039;ll never see it at anything other then 0 in the save files. You can manually change it to other values to force a specific panic attack on the next turn.&lt;br /&gt;
   0: None&lt;br /&gt;
   1: Freeze&lt;br /&gt;
   2: Running&lt;br /&gt;
   3: Berserk&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;61&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;61&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3D&lt;br /&gt;
|[[#62|[62]]] will increment by this amount whenever the unit moves.&lt;br /&gt;
   3: Sectiod                                    &#039;&#039;- Hobbes&#039;&#039;&lt;br /&gt;
   4: Soldiers, civs, and all other aliens (but Hobbes had no Large aliens)&lt;br /&gt;
  30: Tank/Laser&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;62&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;62&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3E&lt;br /&gt;
|Visibility via motion scanner. The bigger it is, the bigger the blip. Test this one out for values.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;63&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;63&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x3F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x3F&lt;br /&gt;
|Number of [[Fatal Wounds]] to head.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;64&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;64&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x40&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x40&lt;br /&gt;
|Number of fatal wounds to torso.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;65&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;65&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x41&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x41&lt;br /&gt;
|Number of fatal wounds to right arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;66&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;66&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x42&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x42&lt;br /&gt;
|Number of fatal wounds to left arm.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;67&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;67&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x43&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x43&lt;br /&gt;
|Number of fatal wounds to right leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;68&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;68&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x44&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x44&lt;br /&gt;
|Number of fatal wounds to left leg.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;69-70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;69-70&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x45-0x46&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x45-0x46&lt;br /&gt;
|Indexes into [[ROUTES.DAT]]. To start with, aliens will be located at the same position as the node indicated by byte 69.&lt;br /&gt;
:For patrol AI (no X-COM units sighted in turn 1, either X-COM or alien):&lt;br /&gt;
::Byte 69 is the index of the node of the start of the planned move.&lt;br /&gt;
::Byte 70 is the index of the node of the end of the planned move.&lt;br /&gt;
:Note that the move may be multi-turn, and byte 69 is not guaranteed to update during a multi-turn move.  I think it will if the alien ends its move on a node, however. -- Zaimoni&lt;br /&gt;
:For AI mode 2:&lt;br /&gt;
::Byte 70 is the UNITPOS reference number for this unit&#039;s target. - Tycho&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;71&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x47&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x47&lt;br /&gt;
|Unit lighting: always 16 for XCom units, 0 for most aliens but 1 for cyberdisc. If greater than 1, it is set to 1 when unit inactive - see the [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;72&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x48&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x48&lt;br /&gt;
|The amount of [[Morale]] that has been restored using the [[Medi-Kit (EU)|Medkit&#039;s]] painkillers. The amount that &#039;&#039;can&#039;&#039; be restored is equal to the maximum health of the unit (index 26) minus their current health (index 13) further minus this.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;73&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x49&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x49&lt;br /&gt;
|Intelligence. Rated from 2 - 8. Indicates for how many turns the alien will know the location of spotted soldiers. &#039;&#039;Hey - why do humans have zero intelligence? :(&#039;&#039;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;74&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4A&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4A&lt;br /&gt;
|AI Mode. Zaimoni found [http://www.strategycore.co.uk/forums/UFO-AI-patch-t8908.html&amp;amp;st=20&amp;amp;start=20 Here] that the values are 0:PATROL, 1:SNIPER, 2:ATTACKING, 3:ESCAPING, 4:GUARD, 5:Returning to UFO. 255 (-1) is also possible. Zaimoni tripped this by wounding a Floater in SNIPER mode; it returned fire, then was taken down by another soldier. Snap guess is that this is a &amp;quot;recalculate&amp;quot; marker.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;75&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4B&lt;br /&gt;
|Unknown. With that said, the only item remaining on my list is called &amp;quot;lightdirect&amp;quot; or direction of light for a unit (0=all around, 1=direction unit facing). Unused by game code and always 0. Maybe it was for a hand-held light source, or a armor-mounted flashlight?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;76-77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;76-77&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4C-0x4D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4C-0x4D&lt;br /&gt;
|Mission count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]  &#039;&#039;MTR: Wonder why they bothered to put this in Unitref since this will never change &#039;&#039;&#039;during&#039;&#039;&#039; a mission; compare how soldier stats are actually read from SOLDIER (not UNITREF) on return to geoscape. Is Missions shown anywhere on the combatscape?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;78-79&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;78-79&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x4E-0x4F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x4E-0x4F&lt;br /&gt;
|Kill count. Signed integer (low byte, high byte) also found in [[SOLDIER.DAT]]. Number of kills this unit has made for ALL missions, not just this one. This one &#039;&#039;&#039;can&#039;&#039;&#039; vary &amp;quot;unpredictably&amp;quot; and thus is the only byte known to directly carry forward into the geoscape / Soldier.Dat!&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;80&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x50&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x50&lt;br /&gt;
|[[Reactions]] experience counter, for number of reaction shots. It doesn&#039;t matter if they hit the target; reactions still count. &amp;lt;b&amp;gt;See Note 2 re: Experience counters.&amp;lt;/b&amp;gt; (Also note: Aliens do not use experience counters.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NKF:&#039;&#039; Where does death by fire (overexposure rather than incendiary shell impact) fit into the experience counters? It becomes a non-assigned kill, I guess, like death by wounds, or death by a grenade that hasn&#039;t got an owner?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;81&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x51&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x51&lt;br /&gt;
|[[Firing Accuracy]] experience counter, for number of hits on an enemy (lethal or not, grenades or bullets). Each Autoshot hit counts as 1, so you can get 3 hits from one Autoshot burst. Likewise, grenades and blaster bombs can hit multiple targets with one explosion. Also, if you miss the intended target but hit a different alien, it still counts. Finally, if your shot actually has zero [[Damage]], it does still count as a hit. (Not due to armor blockage; a pure roll of 0 coming out of the gun.) &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;82&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;82&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x52&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x52&lt;br /&gt;
|[[Melee Accuracy]] experience counter, for number of times stun rod has been used (not stun bombs).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;83&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x53&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x53&lt;br /&gt;
|[[Throwing Accuracy]] experience counter, for number of times unit has thrown any object.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;84&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;84&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x54&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x54&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Psi_Skill_Experience_Counter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[Psionic Skill]] experience counter, for number of psi attacks performed. 1 is added if attempt was unsuccessful, 3 if it was successful. Note: if this value goes over 255, all psi experience is lost. That&#039;s 85 successful psis (255/3). So be careful of marathon psi&#039;ing (a minimum of 43 turns at 2 psis/turn, 29 turns at 3/turn).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;85&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;85&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x55&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x55&lt;br /&gt;
|[[Bravery]] experience counter, for number of times unit has &#039;&#039;resisted&#039;&#039; panicking, despite Morale &amp;lt; 50.  Being mind-controlled, panicking, or going berserk does &#039;&#039;not&#039;&#039; increase this stat -- although Panic Unit attacks will reduce Morale to the point where panic checks will be performed by the game.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;86-110&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;86-110&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x56-0x6E&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x56-0x6E&lt;br /&gt;
|Unit&#039;s &amp;lt;b&amp;gt;Name&amp;lt;/b&amp;gt;. Standard string ended by null byte. The rest can hold garbage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;111&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;111&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x6F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x6F&lt;br /&gt;
|Called &amp;quot;BigFire&amp;quot;. If true (value of 1) then the unit is currently firing a weapon. It reverts back to 0 afterwards - determines whether to render the gun and firing arm in the &amp;quot;pointing weapon&amp;quot; position, or whether the weapon is being held against the chest. If manually set to a value above 0, the unit will hold its weapon out until such time as it actually uses it.&lt;br /&gt;
&lt;br /&gt;
Note that this value is only used by units holding two-handed weapons. A unit holding for eg a pistol will &#039;&#039;always&#039;&#039; point the weapon, and uses a different arm sprite for the purposes of doing so (regardless of whether or not the weapon is being fired).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;112&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;112&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x70&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x70&lt;br /&gt;
|Called &amp;quot;Finished&amp;quot;. If true (value of 1) signifies that the unit finished AI actions for current turn.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;113&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;113&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x71&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x71&lt;br /&gt;
|If 1, then you can&#039;t use the inventory button and the unit will be immune to stun. Used for tanks. Mind controlled units don&#039;t use this but their button disables anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BombBloke:&#039;&#039; This is the only way to access tank inventories.&lt;br /&gt;
*Tank/Cannon has a normal inventory and uses man_1m0.spk.&lt;br /&gt;
*Tank/Rocket Launcher has a different layout and uses man_1m0.spk.&lt;br /&gt;
*Tank/Laser Cannon uses man_œ.spk, which doesn&#039;t exist normally. Providing this file still crashes.&lt;br /&gt;
*Hovertank/Plasma simply crashes.&lt;br /&gt;
*Hovertank/Launcher simply crashes.&lt;br /&gt;
&lt;br /&gt;
[[#1|[1]]] actually determines the inventory screen used, might be worth playing with that. [[#46|[46]]] determines the layout.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;114&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;114&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x72&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x72&lt;br /&gt;
|If not 0, then unit is on fire, and will burn for this amount of turns.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;115&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;115&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x73&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x73&lt;br /&gt;
|Gender: 0 = male, 1 = female.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;116&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;116&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x74&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x74&lt;br /&gt;
|Hair/skin colour (for inventory; all other units = 0):&lt;br /&gt;
   0: Blond caucasian&lt;br /&gt;
   1: Brunette caucasian&lt;br /&gt;
   2: Asian&lt;br /&gt;
   3: Black&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;117&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;117&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x75&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x75&lt;br /&gt;
|Turret weapon. Over-rides hand held weapon. Turret images are not centered; that would be impossible because they aren&#039;t all &#039;objects&#039; (e.g. Celatid). &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
                                                       F.A.  TUs        F.A.  TUs&lt;br /&gt;
   0: HWP cannon (bigobs[40])....................Aimed  90%  80%   Snap  60%  33%&lt;br /&gt;
   1: HWP rocket (bigobs[42])....................Aimed 115%  75%   Snap  55%  45%&lt;br /&gt;
   2: HWP laser (bigobs[54]).....................Aimed  85%  75%   Snap  50%  33%&lt;br /&gt;
   3: HWP plasma cannon (bigobs[43]).............Aimed 100%  60%   Snap  86%  30%&lt;br /&gt;
   4: HWP blaster (bigobs[43]) (looks like ordinary cannon?)......Aimed 120%  80%&lt;br /&gt;
   5: Celatid plasma cannon (bigobs[38]).........Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   6: Cyberdisc plasma cannon (bigobs[34]).......Aimed 110%  60%   Snap  75%  30%&lt;br /&gt;
   7: Sectopod Laser* cannon (bigobs[34])as cyberdisk, above, plus Auto  50%  35%&lt;br /&gt;
  22: Invalid - Incredibly powerful armour piercing shell. Overpowering.&lt;br /&gt;
 255: Unused&lt;br /&gt;
Note: This item will take precendence over any item carried in the hand slots. It can be installed on non-tanks, but then the unit won&#039;t be able to use any carried weapons or items. This weapon is NOT affected by the kneeling modifier, but it is affected by the current unit&#039;s accuracy stat. Also note, this byte does NOT determine the turret image for HWPs in the battlescape.&lt;br /&gt;
&lt;br /&gt;
[*]The damage type for the Sectopod is indeed set to (3)laser in the executable! Graphical/sound effects of a turret weapon is set there as well, via a reference to a weapon in OBDATA.DAT (HWP Cannon=4=Heavy Cannon, Sectopod=34=Heavy Plasma) &#039;&#039;When I changed HWP Cannon to 2, it looked/sounded like rifle fire - Crus8r&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also see [[#46|[46]]], [[#113|[113]]], and [[#118|[118]]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;118&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;118&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x76&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x76&lt;br /&gt;
|Ammo for [[#117|[117]]] turret weapon&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;119&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;119&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x77&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x77&lt;br /&gt;
|[Garbage unused by game] Movement related? Large unit related? Possible bitfield.&lt;br /&gt;
 &#039;&#039;MTR:&#039;&#039;&lt;br /&gt;
 00000000   0 Chryssalid(2), Civilian(9), Ethereal(2), Floater(2), Muton, &lt;br /&gt;
 00000001   1 Muton, PA Soldier(2)                   Sectoid(2), Silacoid(2), &lt;br /&gt;
 00000011   3 PA Soldier                            PA Soldier(2), Tank/Laser&lt;br /&gt;
 00000101   5 Snakeman&lt;br /&gt;
 00001010  10 Celatid             &#039;&#039;- Hobbes game - could have some garbage&#039;&#039;&lt;br /&gt;
 00001101  13 Muton, PA Soldier   &#039;&#039;  (parens) is count, if more than 1 unit&#039;&#039;&lt;br /&gt;
 00010011  19 Snakeman&lt;br /&gt;
 00100110  38 PA Soldier&lt;br /&gt;
 00101010  42 Muton(3)&lt;br /&gt;
 00110001  49 Muton&lt;br /&gt;
 00110010  50 PA Soldier&lt;br /&gt;
 00110101  53 Silacoid(2)&lt;br /&gt;
 00111011  59 Celatid&lt;br /&gt;
 00111111  63 Silacoid&lt;br /&gt;
 01001110  78 PA Soldier&lt;br /&gt;
 01100111 103 PA Soldier&lt;br /&gt;
 01111111 127 Muton&lt;br /&gt;
 10010000 144 Muton&lt;br /&gt;
 11000000 192 Celatid&lt;br /&gt;
 11111110 254 Muton&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;120-123&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;120-123&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x78-0x7B&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x78-0x7B&lt;br /&gt;
|Unit bit flags (32bit), mainly re: mobility. They do NOT affect the soldier in inventory screen: &#039;&#039;(Mix of notes by BB and NKF)&#039;&#039;&lt;br /&gt;
 (  1) 1: 1 = Unit moving.&lt;br /&gt;
 (  2) 2: 1 = Unit can fly.&lt;br /&gt;
 (  4) 3: 1 = Unit is flying. (Toggles leg sprites for power armour.)&lt;br /&gt;
 (  8) 4: 1 = Has been to this unit in next unit loop. Or to put it another way, has the unit been selected this turn.&lt;br /&gt;
 ( 16) 5: 1 = Unit has been disabled for selection.&lt;br /&gt;
              (Stops the unit tab button from selecting this soldier.)&lt;br /&gt;
 ( 32) 6: 0 = Unit has left hand object selected, 1 = right hand object selected.&lt;br /&gt;
 ( 64) 7: 1 = Unit is kneeling.&lt;br /&gt;
 (128) 8: 1 = Unit is wearing power/flying suit. (Can&#039;t be stunned by smoke flag? &lt;br /&gt;
              Seems to work for fire, too.)&lt;br /&gt;
If a unit is carrying something in either hand, it is impossible to get him to appear as if he is carrying nothing - in the game, at least. If he is carrying nothing, bit 6 can flag (as though the unit was using it&#039;s right hand item). But maybe it&#039;s just the order of dropped items affecting this?&lt;br /&gt;
&lt;br /&gt;
Note: A unit is only considered as flying if it is not on the ground. For example, a hover tank is not always considered as flying.&lt;br /&gt;
&lt;br /&gt;
What if a hovertank is half on the ground, half in the air? What about a treaded tank, or large alien unit? What about units in lifts?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;124-125&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;124-125&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7C-0x7D&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7C-0x7D&lt;br /&gt;
|TFTD ONLY - Bubble animation count for soldiers.  Can be 0 to 16 (0x0F).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;126-127&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;126-127&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x7E-0x7F&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x7E-0x7F&lt;br /&gt;
|TFTD ONLY - Bubble animation delay, skips this amount of frames.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;128-129&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;128-129&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x80-0x81&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x80-0x81&lt;br /&gt;
|TFTD ONLY - Bubble animation enable. (0=disable, 1=enable) - [unused by game - taken from &amp;quot;underwater&amp;quot; flag]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
!&amp;lt;span id=&amp;quot;130-131&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;130-131&lt;br /&gt;
!&amp;lt;span id=&amp;quot;0x82-0x83&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;0x82-0x83&lt;br /&gt;
|TFTD ONLY - Called &amp;quot;floorabove&amp;quot; flag. Is there a floor above unit? (0=no, 1=yes) [unused by game - calculated on-fly]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
1) The original/base values for &amp;lt;b&amp;gt;soldier stats&amp;lt;/b&amp;gt; (offsets [[#23|[23]]]-[[#28|[28]]], etc.) correspond to the initial+increase bytes from [[SOLDIER.DAT|Soldier.Dat]] (bytes 43-62). Changes to these Unitref bytes are &amp;lt;i&amp;gt;lost&amp;lt;/i&amp;gt;  when the mission ends; instead, XCOM re-reads them from Soldier at that time. This makes sense because base soldier stats don&#039;t change &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; a mission per se (although they might increase when the mission ends); in this way, the programmers didn&#039;t have to bother with separately storing and/or adding initial+increase during combat. (It&#039;s also why you don&#039;t see the initial+increase in the soldier stat display during combat, that you can see back at base.) On a practical note, if you are testing soldier stat increases versus experience counters, change the experience counters in Unitref, but change the soldier stats in Soldier. (IOW, it doesn&#039;t matter what the soldier stats are in the combat mission.)&lt;br /&gt;
&lt;br /&gt;
The Kill count (offset [[#78-79|[78-79]]]) is the only Unitref value I know of that is directly carried forward into the geoscape and Soldier.dat. However, some others do indirectly carry forward, for example: experience (offsets [[#80|[80]]]-[[#85|[85]]]) causes stat and rank increases, and decreased health (offset [[#26|[26]]] - offset [[#13|[13]]]) means hospital time. And, of course, death is permanent. Heh.&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Experience counters&amp;lt;/b&amp;gt; (offsets [[#80|[80]]]-[[#85|[85]]]) determine the likelihood of soldier stat increases at the end of the combat mission, according to the formula for Primary Stats shown [[Experience#How_Experience_Points_Are_Applied|here]]. The Bravery counter (offset [[#85|[85]]]) affects Bravery as shown [[Bravery|here]].&lt;br /&gt;
&lt;br /&gt;
Also, if at least one of the experience counters (except Throws) has a count, your secondary stats will increase, as discussed [[Experience#Secondary_Stats|here]]. All you need is at least a 1 in offsets [[#80|[80]]]-[[#82|[82]]] or [[#84|[84]]]-[[#85|[85]]]; more than 1 and/or multiple counters has no additional effect.&lt;br /&gt;
&lt;br /&gt;
3) BombBloke&#039;s additional &amp;quot;To be Done&amp;quot; notes - can we cross some of these off yet?&lt;br /&gt;
&lt;br /&gt;
   Need to research:&lt;br /&gt;
   Stun recovery rate, does it exist?&lt;br /&gt;
   Hand to hand attacks&lt;br /&gt;
   &amp;lt;strike&amp;gt;Offset of weapon from unit image?&amp;lt;/strike&amp;gt; &lt;br /&gt;
   &#039;&#039;Based on unit height and nothing else. There may be values to determine what arm sprites to use,&#039;&#039;&lt;br /&gt;
   &#039;&#039;but I doubt it.&#039;&#039;&lt;br /&gt;
   Firing sprite offset? &lt;br /&gt;
   &#039;&#039;Probably just based on unit height and some hardcoded values in the executable.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Inventory lockout?&amp;lt;/strike&amp;gt; &#039;&#039;All mind controlled units are locked out.&#039;&#039;&lt;br /&gt;
   Kneel lockout? &lt;br /&gt;
   &#039;&#039;Probably the same as above, I seem to remember that using XcomUtil to &amp;quot;swap sides&amp;quot; would make it&#039;&#039;&lt;br /&gt;
   &#039;&#039;possible to kneel small alien units.&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Aliens seen?&amp;lt;/strike&amp;gt; &#039;&#039;Not used in unitref.dat, only in unitpos.dat. -[[User:Zombie|Zombie]] 23:48, 29 September 2006 (PDT)&#039;&#039;&lt;br /&gt;
   &amp;lt;strike&amp;gt;Whether a unit slides/floats/hovers/rolls/walks (movement noise)?&amp;lt;/strike&amp;gt; &#039;&#039;Set according to unit type.&#039;&#039;&lt;br /&gt;
   What else? The more to look for, the easier it is...&lt;br /&gt;
   &lt;br /&gt;
   Know 119 values.&lt;br /&gt;
   Unknown values (5 in total):&lt;br /&gt;
   [[#75|[075 / 0x4B]]] - Always 0?&lt;br /&gt;
   [[#119|[119 / 0x77]]] - No idea, possible bitfield, could be anything.&lt;br /&gt;
   [[#121|[121 / 0x79]]] - Second unit gets a value of 16. Everyone else gets 0. No obvious purpose.&lt;br /&gt;
   [[#122|[122 / 0x7A]]] - Always 0?&lt;br /&gt;
   [[#123|[123 / 0x7B]]] - Always 0?&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
4) Hobbes posted a savegame with a TON of different aliens in it [http://www.xcomufo.com/forums/index.php?showtopic=8591 here] (message 6). Interesting for testing. But note it was made with XCOMUTIL and there may(?) be concerns over vailidity of unit info - see [[Talk:UNITREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
5) A [[HackerTools|Hex Workshop]] Structure Library for UNITREF.DAT created by Danial is [[UNITREF_DAT_HSL|here]].&lt;br /&gt;
&lt;br /&gt;
== For More Information ==&lt;br /&gt;
*[[SOLDIER.DAT]]&lt;br /&gt;
*[[Soldiers|Soldier Stats]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
*[[HackerTools|Hex editing]]&lt;br /&gt;
&lt;br /&gt;
Return to [[Saved_Game_Files|Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=69239</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=69239"/>
		<updated>2015-11-21T07:07:20Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Craft type data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
** My XCOM Util GEOSCAPE size is still 382,957, Pi Masta I think is using 1.2, because that is the size of that file normally --[[User:hatfarm|hatfarm]]&lt;br /&gt;
** XcomUtil Does not alter the length of the EXE&#039;s only data sections of the code are overwrite (Only splitting the exe adds code but uses padding in the EXE.  --[[User:BladeFireLight|BladeFireLight]] 01:16, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the &#039;&#039;&#039;Win CE&#039;&#039;&#039; or &#039;&#039;&#039;Gold&#039;&#039;&#039; version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
= Craft type data = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS), the aircraft statistics begin. In WinCE this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&lt;br /&gt;
 .data:0046F9A8                                         &lt;br /&gt;
    00     02  04    06  08    0A    0C  0E              18  1A  &lt;br /&gt;
  &amp;lt;23Ah, -200,  0,  760,  2, 1500,  150,  4, 0, 0, 0, 0, 0E, 03, 0&amp;gt;   ; 0 &#039;&#039;Skyranger&#039;&#039;&lt;br /&gt;
  &amp;lt;23Bh, -300,  1, 3100,  8,   30,  800,  4, 0, 0, 0, 0, 0C, 00, 0&amp;gt;   ; 1 &#039;&#039;Lightning&#039;&#039;&lt;br /&gt;
  &amp;lt;23Ch, -400,  2, 5400, Ah,   60, 1200,  4, 0, 0, 0, 0, 1A, 04, 0&amp;gt;   ; 2 &#039;&#039;Avenger&#039;&#039;&lt;br /&gt;
  &amp;lt;23Dh, -250,  2, 2100,  3, 1000,  100,  4, 0, 0, 0, 0,  0, 00, 0&amp;gt;   ; 3 &#039;&#039;Interceptor&#039;&#039;&lt;br /&gt;
  &amp;lt;23Eh, -250,  2, 4200,  9,   20,  500,  4, 0, 0, 0, 0,  0, 00, 0&amp;gt;   ; 4 &#039;&#039;Firestorm&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 .data:0046FA34   &lt;br /&gt;
    00     02  04    06  08  0A    0C  0E  10     12   14   16&lt;br /&gt;
  &amp;lt;2B2h,  100,  2, 2200, Ch,  0,   50,  5, 38h,  C8h,    0,  0, 0, 0, 0&amp;gt; ;  5 &#039;&#039;Small Scout (VS)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B3h,  150,  2, 2400,  9,  0,  200,  4, 38h,  FAh,  78h, 14, 0, 0, 0&amp;gt; ;  6 &#039;&#039;Medium Scout (S)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B4h,  250,  2, 2700,  9,  0,  250,  4, 30h, 12Ch, 110h, 14, 0, 0, 0&amp;gt; ;  7 &#039;&#039;Large Scout (S)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B5h,  500,  2, 4000,  8,  0,  500,  3, 30h, 1F4h,  B0h, 28, 0, 0, 0&amp;gt; ;  8 &#039;&#039;Abductor (M)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B6h,  500,  2, 4300,  8,  0,  500,  3, 20h, 1F4h,  A0h, 28, 0, 0, 0&amp;gt; ;  9 &#039;&#039;Harvester (M)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B7h, 1000,  2, 4800,  6,  0, 1200,  2, 18h, 7D0h, 150h, 78, 0, 0, 0&amp;gt; ; 10 &#039;&#039;Terror Ship (L)&#039;&#039;&lt;br /&gt;
  &amp;lt;2B8h, 1400,  2, 5000,  6,  0, 3000,  1, 18h, FA0h, 208h, 8C, 0, 0, 0&amp;gt; ; 11 &#039;&#039;Battleship (VL&#039;&#039;)&lt;br /&gt;
  &amp;lt;2B9h,  800,  2, 3200,  6,  0, 2200,  2, 18h, BB8h, 120h, 3C, 0, 0, 0&amp;gt; ; 12 &#039;&#039;Supply Ship (L)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
       known fields (14 x 2-byte dwords per record)&lt;br /&gt;
 00   nameIdx           reference to the ENGLISH.DAT entry&lt;br /&gt;
 02   score Destroyed   ; base 10&lt;br /&gt;
 04   weapon Pods       &#039;&#039;Xcraft only&#039;&#039;&lt;br /&gt;
 06   max Speed         &#039;&#039;in knots&#039;&#039;   ; base 10&lt;br /&gt;
 08   acceleration &lt;br /&gt;
 0A   fuel Capacity     ; base 10&lt;br /&gt;
 0C   damage Capacity   ; base 10&lt;br /&gt;
 0E   ufo Size          &#039;&#039;5 - Very Small / 4 - Small (inc. XCom) / 3 - Medium / 2 - Large / 1 - Very Large -spike&#039;&#039;&lt;br /&gt;
 10   ufo Reload time   &#039;&#039;Firing interval (rand(x-(diff*2))+(x-(diff*2)). &lt;br /&gt;
                             Values: 56=S/MSct 48=LSct/Abd 32=Harv 24=Suppl/Terr/BS.&#039;&#039;&lt;br /&gt;
 12   ufo Escape Time   &#039;&#039;100~200% = time before UFO attempts escape (on Beginner). &lt;br /&gt;
                           Values: SS=200 MS=250 LS=300 A=500 H=500 TS=2000 BS=4000 SS=3000&#039;&#039;&lt;br /&gt;
 14   weapon range      &#039;&#039;distance in km*8&#039;&#039;&lt;br /&gt;
 16   weapon damage     &#039;&#039;(0%-100%)&#039;&#039;&lt;br /&gt;
 18   Troop Space       &#039;&#039;Troop capacity (Xcraft only)&#039;&#039;&lt;br /&gt;
 1A   HWP Space         &#039;&#039;HWP capacity (Xcraft only)&#039;&#039;&lt;br /&gt;
 1C   structCraftData ends&lt;br /&gt;
&lt;br /&gt;
Here is the hex signature of all craft:&lt;br /&gt;
&lt;br /&gt;
 3A 02 38 FF 00 00 F8 02 02 00 DC 05 96 00 04 00 00 00 00 00 00 00 00 00 0E 00 03 00 &lt;br /&gt;
 3B 02 D4 FE 01 00 1C 0C 08 00 1E 00 20 03 04 00 00 00 00 00 00 00 00 00 0C 00 00 00 &lt;br /&gt;
 3C 02 70 FE 02 00 18 15 0A 00 3C 00 B0 04 04 00 00 00 00 00 00 00 00 00 1A 00 04 00 &lt;br /&gt;
 3D 02 06 FF 02 00 34 08 03 00 E8 03 64 00 04 00 00 00 00 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
 3E 02 06 FF 02 00 68 10 09 00 14 00 F4 01 04 00 00 00 00 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
 B2 02 64 00 02 00 98 08 0C 00 00 00 32 00 05 00 38 00 C8 00 00 00 00 00 00 00 00 00 &lt;br /&gt;
 B3 02 96 00 02 00 60 09 09 00 00 00 C8 00 04 00 38 00 FA 00 78 00 14 00 00 00 00 00 &lt;br /&gt;
 B4 02 FA 00 02 00 8C 0A 09 00 00 00 FA 00 04 00 30 00 2C 01 10 01 14 00 00 00 00 00 &lt;br /&gt;
 B5 02 F4 01 02 00 A0 0F 08 00 00 00 F4 01 03 00 30 00 F4 01 B0 00 28 00 00 00 00 00 &lt;br /&gt;
 B6 02 F4 01 02 00 CC 10 08 00 00 00 F4 01 03 00 20 00 F4 01 A0 00 28 00 00 00 00 00 &lt;br /&gt;
 B7 02 E8 03 02 00 C0 12 06 00 00 00 B0 04 02 00 18 00 D0 07 50 01 78 00 00 00 00 00 &lt;br /&gt;
 B8 02 78 05 02 00 88 13 06 00 00 00 B8 0B 01 00 18 00 A0 0F 08 02 8C 00 00 00 00 00 &lt;br /&gt;
 B9 02 20 03 02 00 80 0C 06 00 00 00 98 08 02 00 18 00 B8 0B 20 01 3C 00 00 00 00 00&lt;br /&gt;
&lt;br /&gt;
= X-COM craft weapon data =&lt;br /&gt;
                                                                                 &lt;br /&gt;
                 00    02   04   06  08   0A   0C   0E  10                                Fire Intevals&lt;br /&gt;
 .data:0046FB18 &amp;lt;240h, 1Eh, 46h, 46h,  1, 0Fh,   6,   1, 6 &amp;gt;; stingray      .data:00473FB8  64, 48, 32  stingray&lt;br /&gt;
 .data:0046FB2A &amp;lt;241h, 3Ch, 50h, 64h,  3, 14h,   3,   1, 7 &amp;gt;; avalanche                     96, 72, 48  avalanche&lt;br /&gt;
 .data:0046FB3C &amp;lt;242h, 0Ah, 19h, 0Ah,  8,   2, C8h, 64h, 8 &amp;gt;; cannon                         4,  4,  4  cannon&lt;br /&gt;
 .data:0046FB4E &amp;lt;243h, 41h, 64h, E6h,  5, 19h,   2,   1, 9 &amp;gt;; fusion ball                   64, 48, 32  fusion ball&lt;br /&gt;
 .data:0046FB60 &amp;lt;244h, 15h, 23h, 46h, 0A,   4,  *0,*32h, 0 &amp;gt;; laser cannon                  24, 24, 24  laser cannon&lt;br /&gt;
 .data:0046FB72 &amp;lt;245h, 34h, 32h, 140, 0C,   6,  *0,*32h, 0 &amp;gt;; plasma beam                   24, 24, 24  plasma beam&lt;br /&gt;
 &lt;br /&gt;
 00 Weapon_NameIdx &lt;br /&gt;
 02 Range         &lt;br /&gt;
 04 CraftWepAccuracy  &#039;&#039;chances=random(100)&amp;lt; Accuracy * (1+3/(5-ufosize))/2 =&amp;gt; Accuracy * (0.8|0.875|1|1.25|2)&#039;&#039;&lt;br /&gt;
 06 CraftWepDamage    &#039;&#039;damage=(WeaponDamage+random(WeaponDamage))/2 [50-100%]&#039;&#039;&lt;br /&gt;
 08 Weapon ID         &#039;&#039;not used: bit0 = 1-&amp;gt;weapon is missile. bit3 = 1-&amp;gt; weapon is direct fire.&#039;&#039;&lt;br /&gt;
 0A Reload time       &#039;&#039;Value given for in-game ufopaedia fire rate. See table for correct fire rate&#039;&#039;&lt;br /&gt;
 0C ammunition max &lt;br /&gt;
 0E Base rearm rate   &#039;&#039;Amount added to the weapons ammo value in CRAFT.DAT every hour.&#039;&#039;&lt;br /&gt;
 10 Ammo_Ref          &#039;&#039;reference to the proper entry in BASE.DAT to check for ammo. (0 = ray)&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 * The code which rearms aircraft ignores these settings and always gives 100 units of ammo to beam weapons.&lt;br /&gt;
&lt;br /&gt;
 -- Fire intervals for different attack modes of craft weapon --&lt;br /&gt;
   &lt;br /&gt;
 Attack modes in order: Cautious / Standard / Aggressive&lt;br /&gt;
 &lt;br /&gt;
 Hex signature of all weapons:&lt;br /&gt;
 40 02 1E 00 46 00 46 00 01 00 0F 00 06 00 01 00 06 00 &lt;br /&gt;
 41 02 3C 00 50 00 64 00 03 00 14 00 03 00 01 00 07 00 &lt;br /&gt;
 42 02 0A 00 19 00 0A 00 08 00 02 00 C8 00 64 00 08 00 &lt;br /&gt;
 43 02 41 00 64 00 E6 00 05 00 19 00 02 00 01 00 09 00 &lt;br /&gt;
 44 02 15 00 23 00 46 00 0A 00 04 00 00 00 32 00 00 00 &lt;br /&gt;
 45 02 34 00 32 00 8C 00 0C 00 06 00 00 00 32 00 00 00 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TFTD USO Stats ==&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien sub record (Survey Ship):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 d0 07 0c 00 00 00 3c 00&lt;br /&gt;
&lt;br /&gt;
In the Steam release of TFTD (a DOS version, modified by XcomUtil) this starts at offset 419072 decimal, 0x66500, in GEOSCAPE.EXE&lt;br /&gt;
&lt;br /&gt;
TFTD appears to have the same 14 x 2-byte record structure, and the same or similar meaning, based on comparing a few records to the table in [[USOs]].&lt;br /&gt;
&lt;br /&gt;
= HWP Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 380,668 the Tank Statistics begin.&lt;br /&gt;
&lt;br /&gt;
= Armor Stats =&lt;br /&gt;
&lt;br /&gt;
At offset 369,898 in the DOS version; the personal armor statistics begin.&lt;br /&gt;
&lt;br /&gt;
The Statistics are in two byte format and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Front Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Left Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Right Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Rear Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
Under Armor&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various armor stats in UGE format: &lt;br /&gt;
&lt;br /&gt;
Unarmored X-COM Personnel: 12 - 0 - 8 - 0 - 8 - 0 - 5 - 0 - 2 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Personal Armor: 50 - 0 - 40 - 0 - 40 - 0 - 30- 0 - 30 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So on, etc.&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a theory. I vaguely remember something about Cyberdiscs cannot be stunned. Even if you poke it with a Stun Rod and bypass it&#039;s self-destruct, it still counts as a kill. Maybe this has something to do with it (as I also remember that none of the other aliens exhibit this behavior)?--[[User:Amitakartok|amitakartok]] 12:55, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking. But the [[Stun]] page shows that Cyberdiscs can be stunned. Checking [[Unitref.Dat]] byte 71 (hex 0x47) shows that, after Zombie posted his statement, there&#039;s been a lot of on its [[Talk:UNITREF.DAT#Offset_0x47|Talk]] page about this byte. -[[User:MikeTheRed|MikeTheRed]] 20:07, 2 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Manufacturing stats =&lt;br /&gt;
&lt;br /&gt;
The original data for the product manufacturing information in [[PRODUCT.DAT]] is contained in the geoscape executable, at offset 355600 (for plain 1.4 version).&lt;br /&gt;
:And at 459720 in Steam&#039;s UFO Defense.exe. [[User:Off the Rails|Off the Rails]] 17:49, 2 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense DOS Versions, difficulty setting bug =&lt;br /&gt;
In the DOS versions of the game there was a problem when saving the [[IGLOB.DAT]] file, that would cut off the last four bytes.  When the saved game was loaded or at the end of a mission, the game would then be set to beginner, never to return again.  There is a single byte that can be adjusted to fix this problem, you change the value from 60 (0x3C) to 64 (0x40).  Below are the offsets so you can fix them in your game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Game&amp;lt;br/&amp;gt;Version&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;97228  (0x17BCC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;101068 (0x18ACC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;95676  (0x175BC)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DOS Version 1.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can read more about the bug at the [[Known_Bugs#Difficulty_Bug|known bugs]] area.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Talk:GEOSCAPE.EXE]] - More offsets and investigations are on the Discussion page. &lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Soldiers&amp;diff=67878</id>
		<title>Talk:Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Soldiers&amp;diff=67878"/>
		<updated>2015-10-02T15:58:26Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Missing in Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: Insert links for other attributes and conditions used only in combat, such as &amp;quot;current reaction level&amp;quot;, amongst other things that a player will want to know.&lt;br /&gt;
&lt;br /&gt;
==Intro==&lt;br /&gt;
Ideas for opening blurb:&lt;br /&gt;
&lt;br /&gt;
Welcome to the XCOM Personell Department. Here we maintain the records of extensive aptitude testing and training regimes.&lt;br /&gt;
&lt;br /&gt;
From the sharpshooter with their rifle to the weakling with their smoke grenade, everyone on the assault team has a part to play.&lt;br /&gt;
&lt;br /&gt;
XCOM is an Equal Opportunities Exploiter. Both men and women from any XCOM-funding country are welcome to apply.&lt;br /&gt;
&lt;br /&gt;
-[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
We make no distinctions regarding gender or ethnicity (neither do plasma beams). Regardless of how you look you will be turned into blondes the moment the transport lands? -[[User:Hobbes|Hobbes]] 06:12, 17 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If your last name sounds English, French, German, Russian, or Japanese, please apply. If not, get lost. -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
== Managing squads ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d suggest that all useful soldiers are renamed so you can identify them easily. It can even add a bit of fun. I also add a rating for their key stats by appending letters at the end, an R for 50 reactions or S for 35 strength, say. This lets me arm and move soldiers appropriately without knowing everything about them. &lt;br /&gt;
&lt;br /&gt;
When picking a squad for a mission you probably need some expandable scouts, a leader, and some people to carry heavy weapons. It&#039;s useful if the front people in the skyranger are expendable as any accidents tend to happen to them. Once you&#039;ve picked your scouts, hopefully before you&#039;ve even set off, you should make sure that none of the other soldiers get shot during the mission. I would use low bravery soldiers as expendable scouts. You won&#039;t miss people who can go beserk at the first sign of trouble and intentional bravery training is typically an exploit. Soldiers can generally perform all roles except Psi offense, even if some are better skilled than others. - [[User:Egor|Egor]]&lt;br /&gt;
&lt;br /&gt;
== Stats vs Attributes ==&lt;br /&gt;
I would call them stats, but a consensus would be nice. I&#039;m pretty sure they mean the same thing. When it is decided, note it on the main talk page.&lt;br /&gt;
&lt;br /&gt;
: I&#039;d go with stats too, but there&#039;s no point splitting hairs. In the context they are used, they are interchangeable. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Missing in Action ==&lt;br /&gt;
&lt;br /&gt;
Soldiers that go MIA sometimes re-appear on alien UFO&#039;s or even alien bases. It&#039;s also mentioned in the briefing for UFO crash/landing sites. I haven&#039;t seen it anywhere mentioned on UFOPaedia yet though. Also mind crontrol seems to be a bit different then, as for the first few turns the soldier will automatically be on the aliens side and THEN start to regain control over their body. Does anyone know though if the same applies to TFTD? [[User:Zac x Me|Zac x Me]] ([[User talk:Zac x Me|talk]]) 00:55, 1 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have no idea what you are talking about, unfortunately. Though that may have something to do with the fact that I never let soldiers go MIA in the first place. Could you upload a screenshot of a briefing mentioning it? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:07, 2 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I can somewhat understand the second part as they would technically still be under the same state they were when the last mission ended. The first part however is a bit difficult to work out. I take it these missing soldiers will sometimes reappear on the mission immediately after the one where they went MIA? The only way I can possibly rationalize this is if the MIA soldier&#039;s slot did not get filled up at the time the next mission starts, so the game would have ghost data from the last mission. However this shouldn&#039;t happen, as the game would have compacted or filled in all the gaps by the time the new mission was generated. Do Do you recall any of the conditions that may lead up to this? Also was it in the Windows or Dos version of the game? I&#039;d certainly like to try and replicate this. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:32, 2 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think he may be referring to the phrase in the UFO recovery mission briefing: &amp;quot;There may be operatives in the UFO or around the crash site.&amp;quot;  I&#039;ve always taken that to mean operatives are the alien units.  In the windows version, MIA or KIA soldiers have their entries in SOLDIER.DAT disabled as part of the post-battle routine.  UNITREF and UNITPOS dat files have all entries disabled before new entries are created when the GEOSCAPE prepares for the next battle. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 11:58, 2 October 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=67390</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=67390"/>
		<updated>2015-08-27T01:43:56Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Sunken plane? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
==The NKF-Centric TO-DO-List of Doom==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. Perpetually. &lt;br /&gt;
&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
IMO they&#039;re only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that&#039;s not so say that is the only time you can take advantage of it. I know I&#039;ve had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It&#039;s also faster.&lt;br /&gt;
&lt;br /&gt;
::I guess Smoke Grenades are okay if they&#039;re pre-primed and kept on the shoulder straps. Otherwise there&#039;s too big a TU cost to use opportunistically. Turn 1, on the other hand, you&#039;re not doing anything anyway because of all the full-TU aliens.&lt;br /&gt;
&lt;br /&gt;
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. &lt;br /&gt;
&lt;br /&gt;
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That&#039;s probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank&#039;s front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won&#039;t), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don&#039;t lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you&#039;ve got lasers, the tank starts to hurt your firepower significantly, and once you&#039;ve got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.&lt;br /&gt;
&lt;br /&gt;
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don&#039;t count their ammo against said limit.&lt;br /&gt;
&lt;br /&gt;
In TFTD it&#039;s a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There&#039;s also the lower clip sizes making the 80-item limit an even bigger problem.&lt;br /&gt;
&lt;br /&gt;
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the &amp;quot;suicide&amp;quot; out of &amp;quot;suicide bomb&amp;quot;. There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Geocities site? ==&lt;br /&gt;
&lt;br /&gt;
Hi. I suppose there&#039;s a good chance you might be the &amp;quot;nkfarma&amp;quot; who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, i trust your judgement on this&amp;lt;small&amp;gt;, even though my curiosity still makes me want to read through all that other &amp;quot;trivial stuff&amp;quot;...&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he&#039;s been inactive since August and this really is quite &amp;quot;trivial stuff&amp;quot; too. It&#039;s not too big a deal if the sections stays or goes... I reverted merely because i&#039;m an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, &amp;quot;Those who cannot remember the past are [more likely] to repeat it.&amp;quot; -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my &amp;quot;Solo Floater Base Assault Challenge&amp;quot; and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That&#039;s about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Pile of calcs==&lt;br /&gt;
&lt;br /&gt;
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it&#039;s fairly important, but I&#039;m not really sure where to put it or what to link to it. I&#039;m thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I&#039;m also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section&#039;s technical section under data tables, there&#039;s a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it&#039;s less like the weapon analyses we have than part of the framework on which they&#039;re based. I think I&#039;ll stick a &amp;quot;See also&amp;quot; in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry, I was thinking aloud at the end there and forgot to put the context. I was wondering about where Kill Modelling fits in. Like your table, it&#039;s not raw game data as such. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:46, 29 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VIGILO CONFIDO ==&lt;br /&gt;
&lt;br /&gt;
You say on the main page that you found VIGILO CONFIDO hidden somewhere on the Advent page. I would appreciate you specifying where those words are hidden so people can check themselves. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:17, 30 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: To be honest, I usually steer clear of promotional pre-hype until the games are finally out, so have been avoiding it. Hobbes, who added that item to the news, may know more about it. However I had a quick look anyway, and one of the links the site points to https://downloads.2kgames.com/adventfuture/images/en/ADVENT_LIES.html has part of the clue. It&#039;s just a bit of treasure hunt. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:50, 30 May 2015 (EDT)&lt;br /&gt;
: [http://i.imgur.com/ZaaiO3D.png] [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:19, 30 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sunken plane?==&lt;br /&gt;
&lt;br /&gt;
I noticed you added a TFTD bug about &amp;quot;sunken plane missions&amp;quot;. What in blazes is a &amp;quot;sunken plane mission&amp;quot;, and why do they have different versions of their right wings? I have no clue what you&#039;re on about. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:58, 25 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: I&#039;m referencing the mission where you are recovering or assaulting an alien sub while fighting around the wreck of a sunken cargo plane. If you haven&#039;t seen it before, try looking for it. It&#039;s quite neat. There are a couple different versions of its wings. &lt;br /&gt;
&lt;br /&gt;
: See, when the Geoscape.exe portion of the game generates this map, it creates a 5x5 grid that forms the map outline. Each grid location is a 10x10 map chunk. Tactical.exe uses this outline to create the actual map you end up playing on. &lt;br /&gt;
&lt;br /&gt;
: When populating the map outline, the game first marks off the area of the map where the X-Com sub and alien sub will go. Then it attempts to install the left and right wings of the plane into the map, followed by the various parts of the fuselage and finally fills in all the holes with random 10x10 map blocks in the terrain set. &lt;br /&gt;
&lt;br /&gt;
: Each wing is a 20x20 map block. If it is not able to install the wing, say one of the subs is in the way, it will then try to use the small 10x10 version of the wing. If there is no space in the location it wants to place the small wing, then nothing is placed.  &lt;br /&gt;
&lt;br /&gt;
: The installation of the left wing of the plane works fine. However, when it gets around to installing the right wing and it fails to place the big wing and tries to place the small wing, instead of checking the exact destination to see if it the area is free, it checks the completely wrong part of the map. The block at 1,1 (which I have incorrectly stated as 0,1 in the article). This means that the small right wing could potentially overwrite anything that may be in that spot. &lt;br /&gt;
&lt;br /&gt;
: Most of the time you probably will not even notice the difference even if the bug had occurred. But if the small right wing overwrote the landing area for your Triton for example, you&#039;ll start the map with odd bits of the wing around the Triton. Luckily the game places the Triton after the wing, otherwise I imagine you&#039;d start the mission with floating Triton bits and your Aquanauts standing on the wing. At it is, it ends up looking like the Triton&#039;s forced its way into the wing. &lt;br /&gt;
&lt;br /&gt;
:Again, players might not notice this as a bug, considering the chaos of debris around the map. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:07, 26 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah, now I get you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:20, 26 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Do you have a hex address where this error occurs? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:43, 26 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67192</id>
		<title>User talk:Warboy1982</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67192"/>
		<updated>2015-08-08T12:28:50Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know that the forum profile link works fine for you, but in order to avoid more headscratching like &amp;quot;wtf? this is my profile!&amp;quot; when clicking it, you may want to use this one: http://openxcom.org/forum/index.php?action=profile;u=969&lt;br /&gt;
&lt;br /&gt;
Warboy,&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
we converted them in most cases from xcom units into degrees, the in-game coordinate values are actually the same as the ones used on google maps, which makes it pretty easy to locate cities/etc. and add them in to the rulesets.--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 05:32, 8 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the info.  For a while, I was investigating the navigation code to eventually fix the Great Circle issue in the original game.  I got a working formula but the output for the degrees of heading were never as expected. I looked at what formula OpenXCOM used but it seemed fundamentally the same, so I wondered if you all were using your own map data. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:28, 8 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)&amp;diff=67181</id>
		<title>Known Bugs (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)&amp;diff=67181"/>
		<updated>2015-08-07T07:53:58Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Alien Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: Since TFTD shares its game engine with X-Com Enemy Unknown, there are many  problems that are common to both games. Please track any shared/common bugs under the XCOM-EU list of Known Bugs (link at the bottom of this page). This page is just for TFTD-Specific bugs. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= List of TFTD-Specific Bugs =&lt;br /&gt;
==Artifact Site Glitches==&lt;br /&gt;
There is a rarely occurring glitch when winning Artifact Sight missions by killing all aliens. Instead of a normal end screen,the screen will turn black and then resume on one of your soldiers, but with an unmovable cursor. Reloading saves may put you on the geoscape where the game can be played normally apart from when entering Artifact Sites, where you either cannot move your cursor in the equipment screen or the ending screen from the mission when the glitch occurred is shown but the cursor can&#039;t be moved. This means you must ignore all Artifact Site missions to continue the game, but as ignoring them results in an immediate -2000 point penalty, you will eventually lose due to being shut down or running out of funds. &lt;br /&gt;
&lt;br /&gt;
== Research Tree bugs ==&lt;br /&gt;
&lt;br /&gt;
See the [[TRTBAG|Research Bug Avoidance Guide]] for full discussion. *&lt;br /&gt;
&lt;br /&gt;
==Alien Glitches==&lt;br /&gt;
&lt;br /&gt;
* Aliens can&#039;t use carried melee weapons (Vibroblades and both types of Thermic Lances), even when they are equipped with them. (This is a game engine bug is present in UFO:EU as well, but it is not relevant to UFO:EU, since in UFO:EU aliens never get equipped with any carried melee weapons.) *&lt;br /&gt;
* The [[Bio-Drone]]&#039;s melee attack almost always has no effect, even on unarmoured troops. ([[User:Zombie|Zombie]] has determined the weapon has a base accuracy of 0%, presumably a programming error). This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent - especially given that one of the best ways to deal with Bio-Drones is by melee combat. *&lt;br /&gt;
* &amp;lt;s&amp;gt;The [[Hallucinoid]]&#039;s ranged attack only works on land, but the Hallucinoid rarely/never appears on land. Presumably this is a programming error and was meant to be the other way round (only works underwater)&amp;lt;/s&amp;gt;. The [[Hallucinoid]] is not given a ranged attack of any kind although the in-game description states that it has one. Its melee attack deals normal (lethal) damage although the in-game description says that it is icy, leading the player to believe that it should stun. &#039;&#039;This has been verified by several reliable sources. It does not appear on land unless the game code or data files have been modified.&#039;&#039;&lt;br /&gt;
* The Deep One attack looks like the Celatid spit / mortar (holdover from UFO). *&lt;br /&gt;
* The Bio-Drone leaves a burning trail (holdover from the Silacoid in UFO?). *&lt;br /&gt;
&lt;br /&gt;
== Mind Control Bugs==&lt;br /&gt;
*[[Large units#Large units in TFTD|Large units in TFTD]] suffer from even more bizarre behaviour than in UFO, due to an attempt to fix the old UFO bug.&lt;br /&gt;
&lt;br /&gt;
== Craft Bugs==&lt;br /&gt;
*The floor maps &amp;amp; schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. There is a (partial?) fix for this in [[XcomUtil]]. [[User:Zombie|Zombie]] has provided a [http://www.strategycore.co.uk/files/index.php?dlid=620 fix] that also fixes the routes as well as the maps.&lt;br /&gt;
&lt;br /&gt;
*The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.&lt;br /&gt;
*Troop transports like the [[Triton]] can be blown up quite badly in land maps (rather than being invulnerable as it should be). This somehow doesn&#039;t prevent X-COM from flying back using it.&lt;br /&gt;
* &#039;&#039;&#039;TFTD V1.0&#039;&#039;&#039; There is a unit positioning bug when placing 26 men in a Leviathan. This bug is fixed by [[XcomUtil]] (and presumably in later versions of TFTD).&lt;br /&gt;
&lt;br /&gt;
== X-COM Equipment Glitches ==&lt;br /&gt;
* Underwater-only weapons (HydroJet Cannon, Torpedo Launcher, and Disruptor Pulse Launcher, plus the Coelecanth/AquaJet &amp;amp; Displacer/PWT SWS weapons) are able to fire on land during XCOM&#039;s reaction-fire phase. This should not be allowed. *&lt;br /&gt;
* Coelacanth/Gauss Cannon ammo arming bug(s): The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission. In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Gauss Cannon rounds (used by both Craft and SWS Gauss Cannon) will be immediately deducted. These rounds cannot be refunded by any means. If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores. *&lt;br /&gt;
&lt;br /&gt;
== Geoscape Bugs ==&lt;br /&gt;
* There is a really annoying &amp;quot;Cannot intercept over land&amp;quot; message that repeatedly pops up (often more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline. *&lt;br /&gt;
&lt;br /&gt;
* When intercepting an Alien Sub that is too deep for an XCom Flying Sub&#039;s operating depth, the Sub will report &amp;quot;Mission too deep&amp;quot; and return to base, rather than tracking the Alien Sub until such time as the Alien Sub rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the Alien Sub manually, using Geoscape waypoints. *&lt;br /&gt;
&lt;br /&gt;
* Alien Subs will sometimes Touch Down on land (e.g. several hundred nm south of the North African coastline). If you respond to these missions with an Assault, they are fought at Shallow depth rather than on land. Geoscape map/terrain data bug maybe?  &#039;&#039;Even worse, assaulting these subs may cause your game to crash when it tries to start the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug/Quirk (TFTD)]] - The manufacturing windows allows you to assign more technicians than the limit allowed and provides a quicker estimated time to complete the project than actually occurs. *&lt;br /&gt;
&lt;br /&gt;
* Craft Gauss Cannon rearm rate. The Craft Gauss Cannon reloads at only 10 rounds per hour. This compares to 99 or 100 rounds per hour for all other cannon weapons in TFTD and EU. This is believed to be a data entry bug when changing the reload rate of the Laser Cannon (99) for the TFTD equivalent Gauss Cannon. The result is that fully reloading a single Gauss Cannon takes 5+1= 6 hours and dual Gauss Cannon 5x2+1= 11 hours. This is slower rearming than any other weapon system apart from AJAX/Stingray (which itself probably represents a design oversight on its rearming rate). *&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
* Strange MCD records (aka the 3d shapes that form the various walls and objects in the game). Due to some strange shapes, there are some locations with various line of sight errors and clipping errors such as a bullet hitting something in mid air when it shouldn&#039;t. There are even some cases where walking into a tile is much more tiring than it should be. This is not TFTD specific, but is much more apparent. &lt;br /&gt;
&lt;br /&gt;
* On ship missions, there are some metal panels on walls. These tend to remain floating in the air even if the wall is destroyed. This is only a visual bug. &lt;br /&gt;
&lt;br /&gt;
* Multi-stage mission bugs&lt;br /&gt;
**Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects include: the Aquanauts becoming invisible, or becoming &#039;wraiths&#039; in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?) *&lt;br /&gt;
** Any Captured aliens that are carried will die when they reach phase two. The actual working logic behind this is that since the new map is generated with a new set of enemies, the &#039;stats&#039; that make up the stunned alien aren&#039;t retained, but only the physical object that represents the alien is carried over. This makes capturing aliens on the first part pointless unless you intend to abort the first part after physically hauling the stunned alien back to the transport. &lt;br /&gt;
** &#039;&#039;&#039;TFTD V1.0&#039;&#039;&#039; any equipment that is left on the ground on the first part of a two parter mission are not collected when you abort or complete the second part. This includes everything in the troop transport, which is lost forever. The V2.0 patch fixes this bug and returns everything on the first map. &lt;br /&gt;
&lt;br /&gt;
* [[Dye Grenade]]s are to all intents and purposes, useless. Arguably not a bug, but it should not have survived basic playtesting. Weak weapons (eg [[Dart Gun]]) are one thing, but Dye Grenades are pointless because they never generate enough of a screen to block visibility. The best they would do is reduce alien visual range from 20 to 17. There would be a strong case to fix the strength of the Dye &#039;explosion&#039; upward from 10 to 60 (like the [[Smoke Grenade]]) or at least 30-40. *&lt;br /&gt;
* Stunned Aquanaut bugs. (These might not be specific to TFTD, the situations are rare enough).&lt;br /&gt;
** In some cases, when moving a stunned body elsewhere, and it is subsequently killed by an explosion, the corpse may appear back at its original location. *&lt;br /&gt;
** Stunned Aquanauts in the Triton are not reported as either inside or outside the transport sub when you abort a terror mission. *&lt;br /&gt;
*** Stunned aquanauts that are carried by other aquanauts are listed as MIA if mission is aborted even if the carrier is aboard the Triton.&lt;br /&gt;
**It is possible to abort a mission even if all Aquanauts are stunned. Not sure if this should be possible?&lt;br /&gt;
**If the Triton is lost (aborting with no survivors), the stunned Aquanauts are shown as assigned to &amp;quot;Weapon-1&amp;quot;, not their Triton, and they become inaccessible, basically lost/gone. *&lt;br /&gt;
** The animation for stunning a Civilian falling down shows them being violently killed.&lt;br /&gt;
&lt;br /&gt;
* Zrbite spawns in locations unrelated to the Ion Accelerators.  This is a result that the developers either 1) set the location of zrbite and later the ship maps were changed or 2) the developers confused the x and y coordinates in the database which specifies the specific location in the USO.  &#039;&#039;In the game, Zrbite spawns when the alien items are created.  Each Zrbite&#039;s OBPOS coordinates are established based on the USO position then reading the additional x, y, and z coordinates from a database, referenced to each USO.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 05:56, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
* In the CE version, clips that are loaded into weapons dropped on the battlefield will be given to the player at the time of an abort, even if the weapon in question was left on the battlefield. This is very apparent on USO recovery missions if the player immediately aborts when the battle starts and several aliens have died prior to the start of battle.*&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Rate Limit Bug(TFTD)*==&lt;br /&gt;
&lt;br /&gt;
In UFO Enemy Unknown, the Manufacturing Rate Limit is just an irritant: The game prevents you from allocating more Engineers than the PRODUCT.DAT files says are needed to complete the item in one hour. This result in a minimum of one hour per item being necessary for the whole order. In an attempt to overcome this, the programmers eliminated this cap on the manufacture screen but failed to alter the code that actually determines what is produced every hour. Any extra technicians assigned over the number shown when you start an order produce nothing and their hours are wasted.&lt;br /&gt;
&lt;br /&gt;
== Ufopedia Discrepancies ==&lt;br /&gt;
&lt;br /&gt;
* [[Deep One]]s are portrayed carrying a weapon, in fact it appears to be carrying an X-com issue [[P.W.T. Cannon|P.W.T. Cannon]] craft weapon, instead of being unarmed other than its built in attack. *&lt;br /&gt;
* The [[Tasoth]] species is described as more resembling some sort of foot soldier in Ufopedia. It seems highly likely that the Tasoth were supposed to be one of the grunt races, and planning issues caused there to only be 4 main races in TFTD, making Tasoth the default Psionic (MC using) race.&lt;br /&gt;
* The [[Tentaculat]] description states that ([[Zombie]]s) cause death by touch even through armor. That&#039;s very wrong. The resulting zombies have a rather weak melee attack, especially compared to the Tentaculats. Also, the description says nothing about Zombies turning into Tentaculats upon death.&lt;br /&gt;
* The Ufopedia shows the damage of a [[Displacer/Sonic]] cannon as 130, but the coded value is 110. *&lt;br /&gt;
* See also the Craft Bugs where the map layout, interception picture and the Ufopedia picture are inconsistent with each other.&lt;br /&gt;
* The Ufopedia describes the [[Dart Gun]] as having a ten round magazine, when in fact it has a twelve round magazine.&lt;br /&gt;
&lt;br /&gt;
==  Questionable logic== &lt;br /&gt;
* Aquanauts and SWSs are unable to move vertically in water without the use of alien technology. Apparently no one has heard of ballast belts, propellers, or flippers.&lt;br /&gt;
** Actually, most of the aliens are unable to move vertically in water, despite most of them being aquatic creatures!&lt;br /&gt;
* Thrown objects behave underwater with identical physics as on land - impossible.&lt;br /&gt;
* Explosions behave underwater with identical physics as on land - impossible. (See [http://science.howstuffworks.com/explosion-land-water1.htm this link])&lt;br /&gt;
* Projectile weapons behave underwater with identical physics as on land - extremely unlikely.&lt;br /&gt;
* Vehicles behave the same underwater as in the air, fuel, acceleration, speed, etc. - impossible  &lt;br /&gt;
* Alien &amp;quot;Molecular Control&amp;quot; is said to work via MC implants on the subject, but works on human Aquanauts (and civilians), regardless of whether the humans have MC implants. (They should&#039;ve just called this Psionics like in Enemy Unknown.)&lt;br /&gt;
* X-com craft mounted Gas Cannon has an effective range of 8km. A gas reservoir capable of launching a solid bolt 8km underwater? - ridiculous.&lt;br /&gt;
* Underwater missions will at most take place in the light during the day and in the dark during the night. This is impossible. Sunlight won&#039;t penetrate deep in the water and most of the seabed is permanently dark.&lt;br /&gt;
&lt;br /&gt;
== [[XcomUtil]] Bugs ==&lt;br /&gt;
&lt;br /&gt;
These bugs relating to XComutil may be outdated. &lt;br /&gt;
&lt;br /&gt;
* Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil. &lt;br /&gt;
&lt;br /&gt;
*Sometimes at the start of the 2nd level of a mission, all items, not loaded onto Aquanauts in the equip phase, appear to be lost. And some/all weapons have an ammo count of zero / no clips (possibly when the ammo was loaded automatically in the equip phase). (Believed to be related to XcomUtil teleporting &#039;spare&#039; equipment back to base at the end of a level. See Talk page and [[Talk:XcomUtil#Open Bugs]])&lt;br /&gt;
&lt;br /&gt;
==TFTD Extender ==&lt;br /&gt;
Items marked with an asterisk (*) have been fixed with the Extender.&lt;br /&gt;
&lt;br /&gt;
= TFTD-Specific Exploits =&lt;br /&gt;
&lt;br /&gt;
== Massively Profitable Alternate Craft Gauss Ammo ==&lt;br /&gt;
&lt;br /&gt;
(Possibly should be defined as &#039;Light Modding&#039; rather than an exploit, in the language of the Enemy Unknown [[Exploits]] pages.)&lt;br /&gt;
&lt;br /&gt;
There is an alternate Craft Gauss Ammo type (in [[BASE.DAT (TFTD)]] at offset 0xD2). There appears to be no research path to unlock this ammo type. It looks like a late design decision was taken to have both the [[Coelacanth/Gauss]]&#039;s cannon and the Craft [[Gauss Cannon]] use the same ammo type (in BASE.DAT (TFTD) at offset D0), unlocked by Gauss Cannon research, and unusually (uniquely?) without its own ammo Research topic. This is just as well, since the 0xD2 ammo type is incredibly expensive to manufacture and uses a huge amount of storage space. The production start cost is $10,000, and each unit uses 0.6 base storage. Perhaps this was intended to be a 50-round ammo pack, like the Craft [[Gas Cannon]] (and Enemy Unknown&#039;s [[Cannon]]), in which case the cost would not have been unreasonable.&lt;br /&gt;
Probably due to a typing / data entry error, the sell price of the 0xD2 ammo is set to $53,300, which is the sell price of Craft P.W.T. Ammo (and the Fusion Ball in Enemy Unknown). The extremely favourable spread between the build price and the sell price makes this item more than 5 times more profitable to manufacture than Gauss Cannon, far and away the most profitable item in the game.&lt;br /&gt;
If it is true that there is no Research path to unlock this 0xD2 ammo, then unlocking it requires game file manipulation, so this is arguably a Game File exploit, and of course if one is manipulating Game Files, it&#039;s easier just to hack ridiculously large amounts of money. For those who are not inclined to edit a binary file themselves, the XcomUtil TEC:ALL option will unlock this ammo type. Possibly XcomHack could also be used. The clear profit with two full Workshops is $22.866 million per month - after all expenses including Technician salaries. &lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Known Bugs|Known Bugs (Enemy Unknown and generic)]]&lt;br /&gt;
*[[Exploits|Exploits (Enemy Unknown and generic)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)&amp;diff=67179</id>
		<title>Known Bugs (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)&amp;diff=67179"/>
		<updated>2015-08-07T07:51:41Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Alien Glitches */  updated information on the Hallucinoid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Note: Since TFTD shares its game engine with X-Com Enemy Unknown, there are many  problems that are common to both games. Please track any shared/common bugs under the XCOM-EU list of Known Bugs (link at the bottom of this page). This page is just for TFTD-Specific bugs. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= List of TFTD-Specific Bugs =&lt;br /&gt;
==Artifact Site Glitches==&lt;br /&gt;
There is a rarely occurring glitch when winning Artifact Sight missions by killing all aliens. Instead of a normal end screen,the screen will turn black and then resume on one of your soldiers, but with an unmovable cursor. Reloading saves may put you on the geoscape where the game can be played normally apart from when entering Artifact Sites, where you either cannot move your cursor in the equipment screen or the ending screen from the mission when the glitch occurred is shown but the cursor can&#039;t be moved. This means you must ignore all Artifact Site missions to continue the game, but as ignoring them results in an immediate -2000 point penalty, you will eventually lose due to being shut down or running out of funds. &lt;br /&gt;
&lt;br /&gt;
== Research Tree bugs ==&lt;br /&gt;
&lt;br /&gt;
See the [[TRTBAG|Research Bug Avoidance Guide]] for full discussion. *&lt;br /&gt;
&lt;br /&gt;
==Alien Glitches==&lt;br /&gt;
&lt;br /&gt;
* Aliens can&#039;t use carried melee weapons (Vibroblades and both types of Thermic Lances), even when they are equipped with them. (This is a game engine bug is present in UFO:EU as well, but it is not relevant to UFO:EU, since in UFO:EU aliens never get equipped with any carried melee weapons.) *&lt;br /&gt;
* The [[Bio-Drone]]&#039;s melee attack almost always has no effect, even on unarmoured troops. ([[User:Zombie|Zombie]] has determined the weapon has a base accuracy of 0%, presumably a programming error). This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent - especially given that one of the best ways to deal with Bio-Drones is by melee combat. *&lt;br /&gt;
* &amp;lt;s&amp;gt;The [[Hallucinoid]]&#039;s ranged attack only works on land, but the Hallucinoid rarely/never appears on land. Presumably this is a programming error and was meant to be the other way round (only works underwater)&amp;lt;/s&amp;gt;. The [[Hallucinoid]] is not given a ranged attack of any kind although the in-game description states that it should have one. It has a melee attack but it deals normal, lethal damage even though its in-game description says that it is icy, leading the player to believe that it should be stun damage. &#039;&#039;This has been verified by several reliable sources and the unit does not appear on land unless the game code or data files have been modified.&#039;&#039;&lt;br /&gt;
* The Deep One attack looks like the Celatid spit / mortar (holdover from UFO). *&lt;br /&gt;
* The Bio-Drone leaves a burning trail (holdover from the Silacoid in UFO?). *&lt;br /&gt;
&lt;br /&gt;
== Mind Control Bugs==&lt;br /&gt;
*[[Large units#Large units in TFTD|Large units in TFTD]] suffer from even more bizarre behaviour than in UFO, due to an attempt to fix the old UFO bug.&lt;br /&gt;
&lt;br /&gt;
== Craft Bugs==&lt;br /&gt;
*The floor maps &amp;amp; schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. There is a (partial?) fix for this in [[XcomUtil]]. [[User:Zombie|Zombie]] has provided a [http://www.strategycore.co.uk/files/index.php?dlid=620 fix] that also fixes the routes as well as the maps.&lt;br /&gt;
&lt;br /&gt;
*The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.&lt;br /&gt;
*Troop transports like the [[Triton]] can be blown up quite badly in land maps (rather than being invulnerable as it should be). This somehow doesn&#039;t prevent X-COM from flying back using it.&lt;br /&gt;
* &#039;&#039;&#039;TFTD V1.0&#039;&#039;&#039; There is a unit positioning bug when placing 26 men in a Leviathan. This bug is fixed by [[XcomUtil]] (and presumably in later versions of TFTD).&lt;br /&gt;
&lt;br /&gt;
== X-COM Equipment Glitches ==&lt;br /&gt;
* Underwater-only weapons (HydroJet Cannon, Torpedo Launcher, and Disruptor Pulse Launcher, plus the Coelecanth/AquaJet &amp;amp; Displacer/PWT SWS weapons) are able to fire on land during XCOM&#039;s reaction-fire phase. This should not be allowed. *&lt;br /&gt;
* Coelacanth/Gauss Cannon ammo arming bug(s): The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission. In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Gauss Cannon rounds (used by both Craft and SWS Gauss Cannon) will be immediately deducted. These rounds cannot be refunded by any means. If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores. *&lt;br /&gt;
&lt;br /&gt;
== Geoscape Bugs ==&lt;br /&gt;
* There is a really annoying &amp;quot;Cannot intercept over land&amp;quot; message that repeatedly pops up (often more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline. *&lt;br /&gt;
&lt;br /&gt;
* When intercepting an Alien Sub that is too deep for an XCom Flying Sub&#039;s operating depth, the Sub will report &amp;quot;Mission too deep&amp;quot; and return to base, rather than tracking the Alien Sub until such time as the Alien Sub rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the Alien Sub manually, using Geoscape waypoints. *&lt;br /&gt;
&lt;br /&gt;
* Alien Subs will sometimes Touch Down on land (e.g. several hundred nm south of the North African coastline). If you respond to these missions with an Assault, they are fought at Shallow depth rather than on land. Geoscape map/terrain data bug maybe?  &#039;&#039;Even worse, assaulting these subs may cause your game to crash when it tries to start the battle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug/Quirk (TFTD)]] - The manufacturing windows allows you to assign more technicians than the limit allowed and provides a quicker estimated time to complete the project than actually occurs. *&lt;br /&gt;
&lt;br /&gt;
* Craft Gauss Cannon rearm rate. The Craft Gauss Cannon reloads at only 10 rounds per hour. This compares to 99 or 100 rounds per hour for all other cannon weapons in TFTD and EU. This is believed to be a data entry bug when changing the reload rate of the Laser Cannon (99) for the TFTD equivalent Gauss Cannon. The result is that fully reloading a single Gauss Cannon takes 5+1= 6 hours and dual Gauss Cannon 5x2+1= 11 hours. This is slower rearming than any other weapon system apart from AJAX/Stingray (which itself probably represents a design oversight on its rearming rate). *&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
* Strange MCD records (aka the 3d shapes that form the various walls and objects in the game). Due to some strange shapes, there are some locations with various line of sight errors and clipping errors such as a bullet hitting something in mid air when it shouldn&#039;t. There are even some cases where walking into a tile is much more tiring than it should be. This is not TFTD specific, but is much more apparent. &lt;br /&gt;
&lt;br /&gt;
* On ship missions, there are some metal panels on walls. These tend to remain floating in the air even if the wall is destroyed. This is only a visual bug. &lt;br /&gt;
&lt;br /&gt;
* Multi-stage mission bugs&lt;br /&gt;
**Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects include: the Aquanauts becoming invisible, or becoming &#039;wraiths&#039; in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?) *&lt;br /&gt;
** Any Captured aliens that are carried will die when they reach phase two. The actual working logic behind this is that since the new map is generated with a new set of enemies, the &#039;stats&#039; that make up the stunned alien aren&#039;t retained, but only the physical object that represents the alien is carried over. This makes capturing aliens on the first part pointless unless you intend to abort the first part after physically hauling the stunned alien back to the transport. &lt;br /&gt;
** &#039;&#039;&#039;TFTD V1.0&#039;&#039;&#039; any equipment that is left on the ground on the first part of a two parter mission are not collected when you abort or complete the second part. This includes everything in the troop transport, which is lost forever. The V2.0 patch fixes this bug and returns everything on the first map. &lt;br /&gt;
&lt;br /&gt;
* [[Dye Grenade]]s are to all intents and purposes, useless. Arguably not a bug, but it should not have survived basic playtesting. Weak weapons (eg [[Dart Gun]]) are one thing, but Dye Grenades are pointless because they never generate enough of a screen to block visibility. The best they would do is reduce alien visual range from 20 to 17. There would be a strong case to fix the strength of the Dye &#039;explosion&#039; upward from 10 to 60 (like the [[Smoke Grenade]]) or at least 30-40. *&lt;br /&gt;
* Stunned Aquanaut bugs. (These might not be specific to TFTD, the situations are rare enough).&lt;br /&gt;
** In some cases, when moving a stunned body elsewhere, and it is subsequently killed by an explosion, the corpse may appear back at its original location. *&lt;br /&gt;
** Stunned Aquanauts in the Triton are not reported as either inside or outside the transport sub when you abort a terror mission. *&lt;br /&gt;
*** Stunned aquanauts that are carried by other aquanauts are listed as MIA if mission is aborted even if the carrier is aboard the Triton.&lt;br /&gt;
**It is possible to abort a mission even if all Aquanauts are stunned. Not sure if this should be possible?&lt;br /&gt;
**If the Triton is lost (aborting with no survivors), the stunned Aquanauts are shown as assigned to &amp;quot;Weapon-1&amp;quot;, not their Triton, and they become inaccessible, basically lost/gone. *&lt;br /&gt;
** The animation for stunning a Civilian falling down shows them being violently killed.&lt;br /&gt;
&lt;br /&gt;
* Zrbite spawns in locations unrelated to the Ion Accelerators.  This is a result that the developers either 1) set the location of zrbite and later the ship maps were changed or 2) the developers confused the x and y coordinates in the database which specifies the specific location in the USO.  &#039;&#039;In the game, Zrbite spawns when the alien items are created.  Each Zrbite&#039;s OBPOS coordinates are established based on the USO position then reading the additional x, y, and z coordinates from a database, referenced to each USO.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 05:56, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
* In the CE version, clips that are loaded into weapons dropped on the battlefield will be given to the player at the time of an abort, even if the weapon in question was left on the battlefield. This is very apparent on USO recovery missions if the player immediately aborts when the battle starts and several aliens have died prior to the start of battle.*&lt;br /&gt;
&lt;br /&gt;
==Manufacturing Rate Limit Bug(TFTD)*==&lt;br /&gt;
&lt;br /&gt;
In UFO Enemy Unknown, the Manufacturing Rate Limit is just an irritant: The game prevents you from allocating more Engineers than the PRODUCT.DAT files says are needed to complete the item in one hour. This result in a minimum of one hour per item being necessary for the whole order. In an attempt to overcome this, the programmers eliminated this cap on the manufacture screen but failed to alter the code that actually determines what is produced every hour. Any extra technicians assigned over the number shown when you start an order produce nothing and their hours are wasted.&lt;br /&gt;
&lt;br /&gt;
== Ufopedia Discrepancies ==&lt;br /&gt;
&lt;br /&gt;
* [[Deep One]]s are portrayed carrying a weapon, in fact it appears to be carrying an X-com issue [[P.W.T. Cannon|P.W.T. Cannon]] craft weapon, instead of being unarmed other than its built in attack. *&lt;br /&gt;
* The [[Tasoth]] species is described as more resembling some sort of foot soldier in Ufopedia. It seems highly likely that the Tasoth were supposed to be one of the grunt races, and planning issues caused there to only be 4 main races in TFTD, making Tasoth the default Psionic (MC using) race.&lt;br /&gt;
* The [[Tentaculat]] description states that ([[Zombie]]s) cause death by touch even through armor. That&#039;s very wrong. The resulting zombies have a rather weak melee attack, especially compared to the Tentaculats. Also, the description says nothing about Zombies turning into Tentaculats upon death.&lt;br /&gt;
* The Ufopedia shows the damage of a [[Displacer/Sonic]] cannon as 130, but the coded value is 110. *&lt;br /&gt;
* See also the Craft Bugs where the map layout, interception picture and the Ufopedia picture are inconsistent with each other.&lt;br /&gt;
* The Ufopedia describes the [[Dart Gun]] as having a ten round magazine, when in fact it has a twelve round magazine.&lt;br /&gt;
&lt;br /&gt;
==  Questionable logic== &lt;br /&gt;
* Aquanauts and SWSs are unable to move vertically in water without the use of alien technology. Apparently no one has heard of ballast belts, propellers, or flippers.&lt;br /&gt;
** Actually, most of the aliens are unable to move vertically in water, despite most of them being aquatic creatures!&lt;br /&gt;
* Thrown objects behave underwater with identical physics as on land - impossible.&lt;br /&gt;
* Explosions behave underwater with identical physics as on land - impossible. (See [http://science.howstuffworks.com/explosion-land-water1.htm this link])&lt;br /&gt;
* Projectile weapons behave underwater with identical physics as on land - extremely unlikely.&lt;br /&gt;
* Vehicles behave the same underwater as in the air, fuel, acceleration, speed, etc. - impossible  &lt;br /&gt;
* Alien &amp;quot;Molecular Control&amp;quot; is said to work via MC implants on the subject, but works on human Aquanauts (and civilians), regardless of whether the humans have MC implants. (They should&#039;ve just called this Psionics like in Enemy Unknown.)&lt;br /&gt;
* X-com craft mounted Gas Cannon has an effective range of 8km. A gas reservoir capable of launching a solid bolt 8km underwater? - ridiculous.&lt;br /&gt;
* Underwater missions will at most take place in the light during the day and in the dark during the night. This is impossible. Sunlight won&#039;t penetrate deep in the water and most of the seabed is permanently dark.&lt;br /&gt;
&lt;br /&gt;
== [[XcomUtil]] Bugs ==&lt;br /&gt;
&lt;br /&gt;
These bugs relating to XComutil may be outdated. &lt;br /&gt;
&lt;br /&gt;
* Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil. &lt;br /&gt;
&lt;br /&gt;
*Sometimes at the start of the 2nd level of a mission, all items, not loaded onto Aquanauts in the equip phase, appear to be lost. And some/all weapons have an ammo count of zero / no clips (possibly when the ammo was loaded automatically in the equip phase). (Believed to be related to XcomUtil teleporting &#039;spare&#039; equipment back to base at the end of a level. See Talk page and [[Talk:XcomUtil#Open Bugs]])&lt;br /&gt;
&lt;br /&gt;
==TFTD Extender ==&lt;br /&gt;
Items marked with an asterisk (*) have been fixed with the Extender.&lt;br /&gt;
&lt;br /&gt;
= TFTD-Specific Exploits =&lt;br /&gt;
&lt;br /&gt;
== Massively Profitable Alternate Craft Gauss Ammo ==&lt;br /&gt;
&lt;br /&gt;
(Possibly should be defined as &#039;Light Modding&#039; rather than an exploit, in the language of the Enemy Unknown [[Exploits]] pages.)&lt;br /&gt;
&lt;br /&gt;
There is an alternate Craft Gauss Ammo type (in [[BASE.DAT (TFTD)]] at offset 0xD2). There appears to be no research path to unlock this ammo type. It looks like a late design decision was taken to have both the [[Coelacanth/Gauss]]&#039;s cannon and the Craft [[Gauss Cannon]] use the same ammo type (in BASE.DAT (TFTD) at offset D0), unlocked by Gauss Cannon research, and unusually (uniquely?) without its own ammo Research topic. This is just as well, since the 0xD2 ammo type is incredibly expensive to manufacture and uses a huge amount of storage space. The production start cost is $10,000, and each unit uses 0.6 base storage. Perhaps this was intended to be a 50-round ammo pack, like the Craft [[Gas Cannon]] (and Enemy Unknown&#039;s [[Cannon]]), in which case the cost would not have been unreasonable.&lt;br /&gt;
Probably due to a typing / data entry error, the sell price of the 0xD2 ammo is set to $53,300, which is the sell price of Craft P.W.T. Ammo (and the Fusion Ball in Enemy Unknown). The extremely favourable spread between the build price and the sell price makes this item more than 5 times more profitable to manufacture than Gauss Cannon, far and away the most profitable item in the game.&lt;br /&gt;
If it is true that there is no Research path to unlock this 0xD2 ammo, then unlocking it requires game file manipulation, so this is arguably a Game File exploit, and of course if one is manipulating Game Files, it&#039;s easier just to hack ridiculously large amounts of money. For those who are not inclined to edit a binary file themselves, the XcomUtil TEC:ALL option will unlock this ammo type. Possibly XcomHack could also be used. The clear profit with two full Workshops is $22.866 million per month - after all expenses including Technician salaries. &lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Known Bugs|Known Bugs (Enemy Unknown and generic)]]&lt;br /&gt;
*[[Exploits|Exploits (Enemy Unknown and generic)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&amp;diff=67172</id>
		<title>Overviews of Aliens (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&amp;diff=67172"/>
		<updated>2015-08-07T07:16:37Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Hallucinoid - Terror Unit */   Removed all misinformation about its range attack.  It cannot appear on land unless game code or data is manipulated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren&#039;t yet well-versed in such things, here&#039;s a rundown on how mean each of these creatures can be in a fight. For more details, look at aliens&#039; specific pages or [[Alien Stats (TFTD)|the stats page]].&lt;br /&gt;
&lt;br /&gt;
==Low Threat==&lt;br /&gt;
===Gill Man - Armed Combatant===&lt;br /&gt;
[[Image:Gillman.png|How does I betray planet?]]&lt;br /&gt;
&lt;br /&gt;
These guys are the worst. Not only are they bad soldiers but they&#039;re pathetic traitors to boot.&lt;br /&gt;
&lt;br /&gt;
They have marginally better health and armour than the [[Aquatoid]]s (though worse at actually shooting) but have no M.C. ability whatsoever with the sole exception of the [[Commander]] rank, who isn&#039;t especially good at it anyway.&lt;br /&gt;
&lt;br /&gt;
Gillmen have no redeeming features whatsoever from a military standpoint, and we can only assume the aliens use them as cannon fodder by testament of their frequent appearance on the battlefield.&lt;br /&gt;
&lt;br /&gt;
They have all ranks except for the Medic and Navigator.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Pretty much anything. Note however that Hydro-Jet Cannons, Gauss Pistols and especially Jet Harpoons will usually not kill them in one hit.&lt;br /&gt;
&lt;br /&gt;
You will need to have examined a dead Gillman in order to unlock the [[Thermic Lance]]. Their [[#Deep One - Terror Unit|associates]] are perhaps of more interest. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Gillman]] | [[Overviews of Aliens (TFTD)#Xarquid - Terror Unit|Medium Threat: Xarquid - Terror Unit]] | [[Overviews of Aliens (TFTD)#Deep One - Terror Unit|Medium Threat: Deep One - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Calcinite - Terror Unit===&lt;br /&gt;
[[Image:Calc.PNG|I am a civilian you cannot see me, oh wait...]]&lt;br /&gt;
&lt;br /&gt;
Melee only units with powerful claws. These guys can take a bit of a beating due to their high level of health and are pretty fast, but they don&#039;t have any special resistance to any weapons so sustained fire of any kind will drop them. Eventually.&lt;br /&gt;
&lt;br /&gt;
Calcinites have no ranks and are found in the company of [[Aquatoid]]s and [[Mixed Crew]] on land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Gauss or Sonic preferred, but Explosives and [[Gas Cannon]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
A dead Calcinite is required to unlock all the melee weapons, starting with the [[Vibroblade]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Calcinite]] | [[Overviews of Aliens (TFTD)#Aquatoid - Armed Combatant |Medium Threat: Aquatoid - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
===[[Hallucinoid]] - Terror Unit===&lt;br /&gt;
[[Image:Hallucinoid.png|Jelly baby!]]&lt;br /&gt;
&lt;br /&gt;
The Hallucinoid is a large floating terror unit that primarily attacks with a lethal &amp;quot;cold-based&amp;quot; melee attack. It is supposed to have a ranged attack, but due to a [[Known Bugs (TFTD)|bug]], it does not. &lt;br /&gt;
&lt;br /&gt;
Hallucinoids have no ranks and are found in the company of [[Aquatoid]]s and [[Mixed Crew]] on underwater missions.&lt;br /&gt;
&lt;br /&gt;
Notes: Its &amp;quot;cold-based&amp;quot; melee attack does normal damage rather than Stun damage. &lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Explosives are recommended due to the increased damage dealt to large size. For non-explosive attacks, the higher the damage the better. Low damage weapons don&#039;t have sufficient power to breach the moderately heavy armor. Phosphor is claimed to be effective, but in reality, even given their increased susceptibility, incendiary damage is likely too weak to kill Hallucinoids.  This may be more a reference to the use of the unusual [[incendiary]] damage exploit. &lt;br /&gt;
&lt;br /&gt;
Hallucinoids are able to alter their depth (i.e. &amp;quot;fly&amp;quot;). This can make it harder to hit them thrown explosives or melee weapons. On the other hand, it makes misses with ranged area-effect rounds much safer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Hallucinoid]] | [[Overviews of Aliens (TFTD)#Aquatoid - Armed Combatant |Medium Threat: Aquatoid - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
===Zombie - Fallen Aquanaut===&lt;br /&gt;
&lt;br /&gt;
[[File:TFTD ZOMBIE24.PNG|200px]]&lt;br /&gt;
&lt;br /&gt;
The unfortunate result of human entanglement with a [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
Zombies are slow and armed only with a (strong) melee attack. This makes them easy to evade, run away from and kill. They are completely immune to stun weapons and leave a nasty surprise for you upon their death: A newly emerged Tentaculat with full TUs and a hunger for tasty X-COM flesh. Note that this will be a Tentaculat at base stat levels that have not been adjusted by difficulty level. This is a reprieve on Superhuman difficulty, but a curse on Beginner difficulty.  &lt;br /&gt;
&lt;br /&gt;
Zombies have no ranks and can only be found where there are already Tentaculats which (thankfully) means at least you don&#039;t have to worry about [[Civilian]]s feeding these things.&lt;br /&gt;
&lt;br /&gt;
Methods of disposal: Ranged weapons preferred over melee weapons due to the danger of being too close, though melee weapons are probably the most effective if you are willing to risk being next to a dead Zombie when the Tentaculat emerges. HE is good, Sonic and Gauss are fine, AP is weak. Just as long as you can take care of the resulting Tentaculat &#039;surprise&#039; as well; if you can&#039;t, flee and let the zombie waddle after you (it&#039;s safer!). If all else fails, try to strike the killing blow with a phosphorous attack. This prevents the embryo from hatching.&lt;br /&gt;
&lt;br /&gt;
There is no in-game UFOPedia entry for this creature, as they can not be stunned, captured or researched - not even corpses can be recovered. The grainy image above is from XCom tactical video footage.&lt;br /&gt;
&lt;br /&gt;
==Medium Threat==&lt;br /&gt;
===Aquatoid - Armed Combatant===&lt;br /&gt;
[[Image:Aquatoid.png|Beware: Aquatards!]]&lt;br /&gt;
&lt;br /&gt;
Distant relations to the [[Sectoid]]s, these guys have much the same strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
They make at best average soldiers having pitifully low health, so why are they &#039;medium threat&#039; you ask? Aquatoid Technicians, Navigators and Commanders have [[Molecular Control]] abilities, and the higher ranks can be pretty good at it (the Commander has the most powerful MC you&#039;ll ever face).&lt;br /&gt;
&lt;br /&gt;
Aquatoids can be of any rank (they are the only race to have Medics).&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Anything, Staring, Harsh Language - they really are that weak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Aquatoid]] | [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit|Low Threat: Hallucinoid - Terror Unit]] | [[Overviews of Aliens (TFTD)#Calcinite - Terror Unit|Low Threat: Calcinite - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Deep One - Terror Unit===&lt;br /&gt;
[[Image:DeepOne.png|Cthulu says: Die plz.]]&lt;br /&gt;
&lt;br /&gt;
Probably the biggest mistake the aliens made was creating the Deep One as they are the basis from which X-COM goes about unlocking the most important secrets: Armour and Advanced craft.&lt;br /&gt;
&lt;br /&gt;
Although they&#039;re pretty resistant to the basic &#039;bought&#039; weapons, they&#039;re simply fodder for anything else. While the in-game illustration shows them holding something that looks like a PWT cannon, they are actually armed with what appears to be an electrical mortar of some kind which is unaffected by armour and does not require a direct line-of-sight to its target, thankfully it is woefully inaccurate. This weapon is geared towards dealing maximum damage to human foes, and does less damage to other aliens. Note that this weapon cannot be recovered by X-com.&lt;br /&gt;
&lt;br /&gt;
Deep Ones have no ranks and are found in the company of [[Gillman|Gillmen]] and some [[Mixed Crew]] on land missions. They can be found in water during the second and third levels of T&#039;leth, as well as on one type of Mixed Crew Dreadnaught. &lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
It cannot be overstated how vitally important these creatures are to your research, you will require dead examples to unlock research into [[Aqua Plastics]] and [[Plastic Aqua Armor|Plastic Aqua Armour]], and &#039;&#039;&#039;afterwards&#039;&#039;&#039; live specimens to unlock [[Ion Armor|Ion Armour]], advanced Submarines and advanced [[SWS]] models.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Deep One]] | [[Overviews of Aliens (TFTD)#Gill Man - Armed Combatant|Low Threat: Gill Man - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
===Xarquid - Terror Unit===&lt;br /&gt;
[[Image:Xarquid.png|Japanese Delicacy]]&lt;br /&gt;
&lt;br /&gt;
Probably the rarest of all the TFTD units. They resemble a giant nautilus that move backwards, with their tentacles facing the front. &lt;br /&gt;
&lt;br /&gt;
They have fairly decent stats they don&#039;t seem to move around much, preferring instead to &#039;camp&#039; a particular location and use their good reflexes to tag intruders with their particle cannon, which seems to be roughly equivalent to the [[SWS]] [[Gauss Cannon]] making it fairly decent at cracking X-COM armour.&lt;br /&gt;
&lt;br /&gt;
Amongst the aliens, the Xarquid feature some of the higher end external armour, making low powered weapons ineffective. Being a 2x2 unit it is however very vulnerable to explosives or stun damage.&lt;br /&gt;
&lt;br /&gt;
Xarquids are found in the company of [[Gillman|Gillmen]] and some [[Mixed Crew]]s on underwater missions. &lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Explosives, [[Weapons_(TFTD)#Armor-Piercing|Armor-Piercing]] weapons (especially mid to high powered drills).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Xarquid]] | [[Overviews of Aliens (TFTD)#Gill Man - Armed Combatant|Low Threat: Gill Man - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
===Triscene - Terror Unit===&lt;br /&gt;
[[Image:Triscene.png|Jurassic Farce]]&lt;br /&gt;
&lt;br /&gt;
Another pretty rare unit, the Triscene is on first appearances a formidable foe with its twin [[Sonic Cannon]]s and melee attack along with lots of [[Time Units]] and health. Note that the side cannons on it do resemble the X-COM Craft PWT cannons - but are only for show. &lt;br /&gt;
&lt;br /&gt;
While a dangerous foe, its biggest weakness is its non-existent underside armour which means it can be even be felled with a [[Magna-Blast Grenade]].&lt;br /&gt;
&lt;br /&gt;
Triscene have no ranks and are found in the company of Tasoths and some Mixed Crews on land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Explosives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Triscene]] | [[Overviews of Aliens (TFTD)#Tasoth - Armed Combatant|High Threat: Tasoth - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
==High Threat==&lt;br /&gt;
===Lobster Man - Armed Combatant===&lt;br /&gt;
[[Image:Lobsterman.png|Foe or Food?]]&lt;br /&gt;
&lt;br /&gt;
These orange instruments of doom are the [[Muton]] of TFTD. Big and tough, but not really the sharpest knife in the alien drawer. Despite this they are very flexible opponents as they can fight with standard weapons or their built-in claw attacks, which can give even the most well protected aquanaut a major pounding.&lt;br /&gt;
&lt;br /&gt;
They lack external armour, but have insanely formidable resistances that allow them to shrug off between 50% and 80% (!) of most damage types. Combined with plenty of health, this allows them to sustain unreal amounts of damage before dropping dead. Thankfully this is balanced by Lobstermen taking more damage from stun or drill type weapons. &lt;br /&gt;
&lt;br /&gt;
Lobster Men have all ranks except for Medic, and none of them have any M.C. ability at all.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Thermal Shok Bombs (or Tazers if you&#039;re feeling brave), drills, lots of explosives, Sonic weapons and lots of clips.&lt;br /&gt;
&lt;br /&gt;
A live Lobster Man Commander is required to research the [[Leviathan]] Assault Sub and &amp;quot;T&#039;Leth, the Alien&#039;s City&amp;quot;, both of which are required to finish the game. Earlier versions of the game required a Lobsterman Navigator for Magnetic Navigation. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Lobsterman]] | [[Overviews of Aliens (TFTD)#Tentaculat - Terror Unit|High Threat: Tentaculat - Terror Unit]] | [[Overviews of Aliens (TFTD)#Bio Drone - Terror Unit|High Threat: Bio Drone - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Tasoth - Armed Combatant===&lt;br /&gt;
[[Image:Tasoth.png|Rag-dolly-lizard, all liquid inside...]]&lt;br /&gt;
&lt;br /&gt;
Fast and agile, these guys can be quite a nuisance as they have plenty of TUs to run around and lots of health to soak up damage, although they don&#039;t really have any special resistance to any weaponry.&lt;br /&gt;
&lt;br /&gt;
Tasoth come in two flavours: Soldier and Squad Leader. Both ranks are more or less the same except for the leaders having slightly better stats. and more importantly [[Molecular Control]] ability.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Sonic weapons are preferred, but &#039;&#039;strong&#039;&#039; explosives and melee weapons will also do the trick. Gauss weapons can work in an emergency, but bring lots of ammo (4-5 Rifle hits are required per Tasoth).&lt;br /&gt;
&lt;br /&gt;
A live Tasoth of either rank is required to research the [[M.C. Disruptor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Tasoth]] | [[Overviews of Aliens (TFTD)#Triscene - Terror Unit|Medium Threat: Triscene - Terror Unit]] | [[Overviews of Aliens (TFTD)#Bio Drone - Terror Unit|High Threat: Bio Drone - Terror Unit]] | [[Overviews of Aliens (TFTD)#Tentaculat - Terror Unit|High Threat: Tentaculat - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Bio Drone - Terror Unit===&lt;br /&gt;
[[Image:BioDrone.png|Screaming you to death since 2045.]]&lt;br /&gt;
&lt;br /&gt;
Like miniature [[Cyberdisc]]s with high TUs, very high health, and a sonic weapon with the best accuracy in the game.&lt;br /&gt;
&lt;br /&gt;
These things are a menace that can not only cut your men down in their own turn, but take a considerable amount of punishment before falling, and when they do fall they explode.&lt;br /&gt;
&lt;br /&gt;
There are however three quirks of this beast to take advantage of:&lt;br /&gt;
* Firstly they don&#039;t self-destruct if they are killed by melee weapons (this includes the [[Thermal Tazer]]).&lt;br /&gt;
*Second, they have a secondary melee attack which they prefer to use in close quarters - but it is INCREDIBLY inaccurate (0%, probably a bug), so if you stand next to it you probably will survive.&lt;br /&gt;
*And last, they leave a trail wherever they go. If you see a burned path in the ground, you can often guess their locations. This is even more effective for parts of the map that have already been sighted, as you&#039;ll be able to visually see the burnt path being created after each turn. &lt;br /&gt;
&lt;br /&gt;
Bio Drones are found on [[Lobsterman|Lobstermen]], [[Tasoth]] and [[Mixed Crew]] land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Bio-Drone]] | [[Overviews of Aliens (TFTD)#Tasoth - Armed Combatant|High Threat: Tasoth - Armed Combatant]] | [[Overviews of Aliens (TFTD)#Lobster Man - Armed Combatant|High Threat: Lobster Man - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
===Tentaculat - Terror Unit===&lt;br /&gt;
[[Image:Tentaculat.PNG|Death From Above!]]&lt;br /&gt;
&lt;br /&gt;
Tentaculats are very similar to a [[Chryssalid]]. These big brain creatures have the same ability to proliferate by &#039;&#039;zombify&#039;&#039;ing their targets into mindless walking incubators for their young. They are only found in water and are generally found guarding Dreadnaughts, Battleships or alien structures. Tentaculats are able to raise or lower their elevation in the water with impunity. In short: Underwater flying [[Chryssalid]]s. The one saving grace is that no civilians are ever encountered on the same map as tentaculats. &lt;br /&gt;
&lt;br /&gt;
Tentacults have a high distribution of front armour, but their rear and sides are weaker. If encountered early with weaker weapons, try to hit them from the flanks or rear as much as you can. Liberal use of explosives generally does the trick. &lt;br /&gt;
&lt;br /&gt;
Tentaculats have no ranks and are found on [[Lobsterman]], [[Tasoth]] or [[Mixed Crew]] underwater missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal : Sonic weapons, explosives and a healthy dose of luck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt; &lt;br /&gt;
 See Also [[Chryssalid]] | [[Zombie]] | [[Tentaculat]] | [[Overviews of Aliens (TFTD)#Lobster Man - Armed Combatant|High Threat: Lobster Man - Armed Combatant]] | [[Overviews of Aliens (TFTD)#Tasoth - Armed Combatant|High Threat: Tasoth - Armed Combatant]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alien Stats (TFTD)]]&lt;br /&gt;
*[[Damage Modifiers (TFTD)]]&lt;br /&gt;
*[[Overviews of Aliens|Overviews of Aliens (UFO Defense)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67170</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67170"/>
		<updated>2015-08-07T06:22:13Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &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; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Seems reasonable to me. I just wanted to get the whole mess straightened out in the open. I still think Warboy&#039;s edit summary is bad, but that&#039;s no real issue. My only remaining question is what NKF&#039;s super secret source is. Developer notes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:40, 7 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It seems pretty clear that the Hallucinoids were intended to have a ranged weapon: their description specifically mentions they posses a ranged, freezing blast but either the developers overlooked this or never got around to including it, as it would have required modifying one of the turret entries to a stun weapon (or, they wanted to have a ranged stun weapon without the default explosion but didn&#039;t have time to change the various areas of code which that would have required.)  Heck, the developers never added the code to allow the proper management of Tank/Gauss ammo. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 02:22, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67165</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67165"/>
		<updated>2015-08-07T04:20:22Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &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; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
This discussion can probably be concluded.  It seems that by group consensus:&lt;br /&gt;
* Hallucinoids cannot appear on land.&lt;br /&gt;
* Hallucinoids do not receive a turret weapon.&lt;br /&gt;
* Any other reported deviations can be attributed to modifications of the game code, game files, or possible data corruption.&lt;br /&gt;
::Would everyone agree with this summary? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 00:20, 7 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67164</id>
		<title>User talk:Warboy1982</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Warboy1982&amp;diff=67164"/>
		<updated>2015-08-07T03:20:42Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I know that the forum profile link works fine for you, but in order to avoid more headscratching like &amp;quot;wtf? this is my profile!&amp;quot; when clicking it, you may want to use this one: http://openxcom.org/forum/index.php?action=profile;u=969&lt;br /&gt;
&lt;br /&gt;
Warboy,&lt;br /&gt;
&lt;br /&gt;
Does OpenXcom use the same coordinate system for the globe as the original game or did you all remap it in order to make navigation plotting easier? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:20, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67163</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67163"/>
		<updated>2015-08-07T02:59:20Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &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; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::NKF and Tycho&#039;s findings are consistent with my own, and if NKF&#039;s source on this is what i think it is, then you should really, really listen when he speaks.&lt;br /&gt;
:::But to elaborate on what i&#039;ve managed to interpret, hacking in a hallucinoid on a land mission wouldn&#039;t necessarily overwrite any object data for the unit it was replacing. Assuming (for the sake of argument) the hallucinoid replaced a deep one, it may indeed have a ranged weapon residing in its inventory that may even be visible if the unit is mind controlled. However, the AI wouldn&#039;t be capable of making use of it, because many of the relevent checks actually compare the unit type as described above. As it is not possible for this unit to spawn on land with an unmodified executable, meaning the unit cannot pass through the default constructor - which, even if it did, doesn&#039;t specify a ranged weapon. Coupled with the fact that there is no such concept as a &amp;quot;land only weapon&amp;quot; because all of the relevant checks only test for underwater weapons being used on land. This seems like a highly dubious piece of information.(Sorry for so many edits here but text aligning is hard and i&#039;m bad at hitting the preview button at 5am)--[[User:Warboy1982|Warboy1982]] ([[User talk:Warboy1982|talk]]) 17:23, 6 August 2015 (EDT)&lt;br /&gt;
:I don&#039;t know what NKF is using for his source but I always doubt second-hand information until it can be verified by facts from the actual game code or direct testing with verified unmodified game files.  (I am not doubting NKF&#039;s reputation.) Most of what Warboy says is correct.  However, if someone has hacked the game file or game code to allow a unit to be replaced by a Hallucinoid, then the AI can indeed make use of it: When attacking the Alien AI code doesn&#039;t check by unit type to see if a unit can fire a turret.  Instead it checks to see if a particular unit has a turret weapon and if that weapon has enough ammo to fire. In the case of the celatid/Deep One, it also checks to see if the target is within range of it weapon.  &lt;br /&gt;
::I suspect that what is happening is that some modification is replacing a Triscene with a Hallucinoid. It would have to replace another large unit or there would be an obvious glitch because the whole unit would not be displayed.  From the description of the range attack that this &amp;quot;hallucinoid&amp;quot; has been reported to use, it can&#039;t be replacing a Xarquid because its range attack is different from what is described.  &lt;br /&gt;
::I did a test where I changed the race type of a port attack so that Triscene could be generated: by changing the craft race type to 4 (mixed Tasolth). After starting the mission and saving, I changed the Triscenes to Hallucinoids (by just changing the first byte of each entry from 12 to 13.) These &amp;quot;Hallucinoids&amp;quot; were indeed able to use their range weapons. In a further test, I   made each one mind controlled and was able to use their range attack.&lt;br /&gt;
::It would be nice if someone had a saved file where Hallucinoids have appeared on land to see what the stats are for them and weather or not they have most of the Hallucinoid&#039;s proper stats or only the unit type has been changed. -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 22:59, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67116</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67116"/>
		<updated>2015-08-06T13:59:12Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &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; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should create an entry for a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67115</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=67115"/>
		<updated>2015-08-06T13:58:08Z</updated>

		<summary type="html">&lt;p&gt;Morgan525: /* Clearing this up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It&#039;s &amp;quot;not working&amp;quot;, as in, &amp;quot;it won&#039;t attempt to fire it&amp;quot;. - &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; 00:03, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearing this up==&lt;br /&gt;
&lt;br /&gt;
Okay, so there&#039;s been an edit removing the reference to a land-only attack citing the Hallucinoid&#039;s lack of appearance on land in unhacked games.&lt;br /&gt;
&lt;br /&gt;
As far as I know, we&#039;ve got one set of &amp;quot;investigations&amp;quot; by Zombie saying the Hallucinoid has a ranged attack which doesn&#039;t work underwater, and IIRC another set by Morgan525 saying that the Hallucinoid doesn&#039;t have a ranged attack at all. This has left me, and presumably others, rather confused.&lt;br /&gt;
&lt;br /&gt;
I do know that the question of whether the Hallucinoid has a land-only weapon is NOT related to whether it ordinarily appears on land (if it has a land-only weapon and never appears on land, then that&#039;s a bug, but the weapon still exists), but since I have no clue whether it actually has such a weapon I&#039;m not going to revert the edit at this time. If someone could shed some light on this matter, it would be much appreciated. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:01, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, ‎Warboy1982 is one of the lead dev coders for OpenXCOM/OpenTFTD... so I&#039;d say the only other person more &amp;quot;knowledgeable&amp;quot;/qualified would be to ask one of the original designers/coders/programmers. And considering the in-depth work the OpenXCOM/TFTD dev team does, it&#039;s really really really difficult to dispute Warboy&#039;s findings. See: [http://openxcom.org/forum/index.php/topic,3578.msg49076.html#msg49076 His relevant post] --[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 23:28, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
In the subroutine that writes each alien unit&#039;s data in the UNITREF.DAT file, the section that sets the turret weapon and ammo (starting at 0x457EC0 for the windows version) has no provision for Halluciniods: its starts by writing 0 in bytes 0x6F, 0x71, 0x72, 0x73, 0x74, and 0x76 and 0xFF in byte 0x75.  Then it checks to see if the unit type is 9, 10, 12, or 14 and sets bytes 0x75 (turret type) and 0x76 (ammo amount) as appropriate - [[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 23:38, 5 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Which unit type corresponds to Hallucinoids? Also, how do you explain Spike&#039;s results; would replacing other terrorists with Hallucinoids using XComUtil fail to remove the turret? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:08, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: A lot of my past misconceptions about the aliens in TFTD were due to old releases of XComutil, so I wouldn&#039;t rule it out. One other possible cause is a glitch turret caused by a bit of junk data that didn&#039;t get cleared properly. Otherwise, I agree that Hallucinoids do not get initialised with an innate weapon. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;m not agreeing based on the extensive reverse engineering work that arrived at these findings. Rather, my source of information is a bit more rudimentary and predates it. I can&#039;t provide a citation of the exact text just yet, but it is incredibly reliable. If that sounds dubious - then I don&#039;t blame you in the least. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:51, 6 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Hallucinoids are unit type 13 so there isn&#039;t a provision for turret weapons on a Hallucinoid. I don&#039;t know the inner workings of XComUtil but I agree with NKF that the confusion probably has something to do with early versions of it. It&#039;s impossible for the game to spawn a Hallucinoid on land: If the site depth is 0 (surface) and the subroutine that generates the alien data determines that it should spawn a Hallucinoid, it uses a Calcinite instead.-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:58, 6 August 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Morgan525</name></author>
	</entry>
</feed>