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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=23111</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=23111"/>
		<updated>2009-10-17T00:12:42Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is unarmed, it will get MCed.&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft&lt;br /&gt;
*Your first unit out is always shot down&lt;br /&gt;
**Your first unit out is always your commander&lt;br /&gt;
*A wounded soldier will die before you find the last alien&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons &lt;br /&gt;
*[[Electroflare|Flares]] will land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Mission]]s, you will always get the most [[Sectopod]]s as possible.&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire he will run into it&lt;br /&gt;
*If a civilian sees an alien he&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after your [[Skyranger]] is refueling from a two day patrol&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash&lt;br /&gt;
*If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&lt;br /&gt;
&lt;br /&gt;
==Geoscape (Apocalypse)==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*People Tubes can collapse from an angry glare.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
&lt;br /&gt;
==Battlescape (Apocalypse)==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=23110</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=23110"/>
		<updated>2009-10-17T00:12:23Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is unarmed, it will get MCed.&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft&lt;br /&gt;
*Your first unit out is always shot down&lt;br /&gt;
**Your first unit out is always your commander&lt;br /&gt;
*A wounded soldier will die before you find the last alien&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons &lt;br /&gt;
*[[Electroflare|Flares]] will land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Missions]], you will always get the most [[Sectopods]] as possible.&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire he will run into it&lt;br /&gt;
*If a civilian sees an alien he&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after your [[Skyranger]] is refueling from a two day patrol&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash&lt;br /&gt;
*If you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&lt;br /&gt;
&lt;br /&gt;
==Geoscape (Apocalypse)==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*People Tubes can collapse from an angry glare.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
&lt;br /&gt;
==Battlescape (Apocalypse)==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Murphy%27s_Laws_(X-COM)&amp;diff=23097</id>
		<title>Talk:Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Murphy%27s_Laws_(X-COM)&amp;diff=23097"/>
		<updated>2009-10-16T04:02:00Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original posts are here: http://www.xcomufo.com/forums/index.php?showtopic=2607&amp;amp;st=0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Are we allowed to add our own? Or must we only post from the above thread? &lt;br /&gt;
[[User:Muton commander|Muton commander]] 00:02, 16 October 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:The_House_of_HORUS&amp;diff=22873</id>
		<title>Talk:The House of HORUS</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:The_House_of_HORUS&amp;diff=22873"/>
		<updated>2009-10-03T15:58:24Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: What is this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, there was X-INV before X-COM... [[User:Muton commander|Muton commander]] 11:58, 3 October 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22708</id>
		<title>Talk:Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22708"/>
		<updated>2009-09-09T02:26:30Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, however, that unseen aliens block line of sight to themselves.  You may have better luck with targeting explosives nearby (still unseen but line of sight not obstructed). -- [[User:Zaimoni|Zaimoni]], 13:52 Sept. 7 2009 CDT&lt;br /&gt;
:I didn&#039;t get it. [[User:Zarn|Zarn]] 17:28, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Block line of fire to themselves&amp;quot; is clearer, yes.  Cf. [[Talk:Line_of_sight|Talk:Line of sight]] for very minimal review of targeting aliens beyond range 20 without spotting them. -- [[User:Zaimoni|Zaimoni]], 19:54 Sept. 8 2009 CDT&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t know that, but then again I&#039;m not one to use such dirty exploits anyway :p [[User:Magic9mushroom|Magic9mushroom]] 22:00, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just so you remember, the gas jumps create an enormous smokescreen which will cover the whole gas station when they explode. This is a double-egded sword type of deal, keeping aliens from seeing you and vice versa. You should already know about [[Smoke Grenade|Smoke Grenade]], but there&#039;s the link just in case. [[User:Muton commander|Muton commander]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22624</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=22624"/>
		<updated>2009-09-06T03:35:55Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &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;
= 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;
&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;
&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;
&lt;br /&gt;
= Craft Stats = &lt;br /&gt;
&lt;br /&gt;
At offset 353,020 in X-COM 1.4 (DOS - modified by XCUtil), the aircraft statistics begin. In WinCE (XCUtil) this starts at hex offset 0x6F9A8 and Alien craft start at 0x6fa34.&lt;br /&gt;
&#039;&#039;Emphyrio: start at 353014?, each entry 14 records of 2 bytes, 5 Xcom craft and then 8 Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Vessel Statistic is two bytes and is 0 through 65,535 (in UGE format), and go in the following order:&lt;br /&gt;
&lt;br /&gt;
Pointer to craft name in [[ENGLISH.DAT]]&amp;lt;BR&amp;gt;&lt;br /&gt;
Points&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Pods&amp;lt;BR&amp;gt;&lt;br /&gt;
Maximum Speed&amp;lt;BR&amp;gt;&lt;br /&gt;
Acceleration&amp;lt;BR&amp;gt;&lt;br /&gt;
Fuel&amp;lt;BR&amp;gt;&lt;br /&gt;
Damage (armor)&amp;lt;BR&amp;gt;&lt;br /&gt;
Size Class&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Believed to be the base firing interval of the weapon&amp;lt;BR&amp;gt;&lt;br /&gt;
Unknown (UFO only stat). Value is roughly similar to score for destroying?&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Range (in 1/8ths of km)(UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Weapon Damage (UFOs only)&amp;lt;BR&amp;gt;&lt;br /&gt;
Crew&amp;lt;BR&amp;gt;&lt;br /&gt;
HWP&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To help you find it in UGE, here are the various X-COM vessel section in UGE format:&lt;br /&gt;
&lt;br /&gt;
Skyranger: 248 - 2 - 2 - 0 - 220 - 5 - 150 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Lightning: 28 - 12 - 8 - 0 - 30 - 0 - 32 - 3&amp;lt;BR&amp;gt;&lt;br /&gt;
Avenger: 24 - 21 - 10 - 0 - 60 - 0 - 176 - 4&amp;lt;BR&amp;gt;&lt;br /&gt;
Interceptor: 52 - 8 - 3 - 0 - 232 - 3 - 100 - 0&amp;lt;BR&amp;gt;&lt;br /&gt;
Firestorm: 104 - 16 - 9 - 0 - 20 - 0 - 244 - 1&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bit below the Firestorm statistics are the stats for various Alien Ships, I&#039;ll probably do them later.&lt;br /&gt;
&lt;br /&gt;
Here is a hex signature to help find the first alien craft record (Small Scout):&lt;br /&gt;
&lt;br /&gt;
 b2 02 64 00 02 00 98 08 0c 00 00 00 32 00&lt;br /&gt;
&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]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&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;
= 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;
&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;
&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;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Stats_(TFTD)&amp;diff=22623</id>
		<title>Talk:Alien Stats (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Stats_(TFTD)&amp;diff=22623"/>
		<updated>2009-09-06T03:28:43Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: New page: Just a question, what is the &amp;quot;floor&amp;quot; variable? ~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a question, what is the &amp;quot;floor&amp;quot; variable? [[User:Muton commander|Muton commander]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22574</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22574"/>
		<updated>2009-09-03T05:28:05Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
&lt;br /&gt;
: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
&lt;br /&gt;
And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
Dude, I&#039;m about to put up the real stats in Alien Stats (TFTD), for all difficulty levels. The ones you&#039;re putting up are incomplete and not core stats, so wait till I&#039;ve put the real ones up, and then take them from there, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sure! My bad, I&#039;ll let you take over, all of mine are from the Unofficial Strategy Guide, so there are missing entries and such. Feel free to do what you please. [[User:Muton commander|Muton commander]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22572</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22572"/>
		<updated>2009-09-03T05:26:03Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
&lt;br /&gt;
: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
&lt;br /&gt;
And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
Dude, I&#039;m about to put up the real stats in Alien Stats (TFTD), for all difficulty levels. The ones you&#039;re putting up are incomplete and not core stats, so wait till I&#039;ve put the real ones up, and then take them from there, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sure! My bad, I&#039;ll let you take over, all of mine are from the Unofficial Strategy Guide, so there are missing entries and such. Feels free to do what you please.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=22566</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=22566"/>
		<updated>2009-09-03T05:20:26Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
The Tentaculat is the most fearsome alien yet encountered by X-Com. Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Short of that, they&#039;re best described as floating brains. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tentaculats are armed with powerful beaks that can pierce many inches of thick armour, regardless of the material. With their spine-line appendages, a Tentaculat paralyses its victims and bites them to transmute them into mindless things by injecting a fast acting agent. In addition to the mind destroying effects, the Tentaculat&#039;s transmutation process accelerates rigor mortis and bloats the victim until it rips through and destroys any suit of armour being worn. The victim will wander mindlessly in a shuffle and try to strangle or strike any X-Com target it comes across with inhuman strength.   &lt;br /&gt;
&lt;br /&gt;
Even if one of the zombified victims is killed, somehow, a new Tentaculat bursts from the corpse - unless the killing blow is done with a phosphorous round. This appears to cause the incubating Tentaculat&#039;s growth process to fail.  &lt;br /&gt;
&lt;br /&gt;
The Tentaculat is nearly always spotted in underwater alien dwellings. They are also known to act as watchdogs for some of the larger USOs that have touched down on the sea bed, such as the Dreadnaught. &lt;br /&gt;
&lt;br /&gt;
Basically a flying [[Chryssalid]] with an unusual distribution of armour. &lt;br /&gt;
[[Image:Tenta.PNG|right|Tentaculat Ingame]]&lt;br /&gt;
&lt;br /&gt;
The one saving grace is that Tentaculats are water-bound and are never found on land. X-Com Aquanauts do not have to suffer the same mass infestations as their predecessors had to whenever a [[Chryssalid]] was dropped into an urban area. Also, they are vunerable to high-explosive rounds.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               99-146&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            140-207&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         90-122&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          100-124&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   20-81&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 50&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     100-124&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       35&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this beyond imagination.&lt;br /&gt;
&lt;br /&gt;
Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour.&lt;br /&gt;
&lt;br /&gt;
The Tentaculat is the most fearsome alien yet encountered by X-Com. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
* [[Lobsterman]]&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Bio-Drone]]&lt;br /&gt;
* [[Chryssalid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=22562</id>
		<title>Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=22562"/>
		<updated>2009-09-03T05:19:32Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               62-91&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-133&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         90-122&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          90-111 (Unused)&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           100&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   32-129&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     90-111&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       35&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Hallucinoid.png|right|Hallucinoid]]Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.&lt;br /&gt;
&lt;br /&gt;
Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:HallucinoidAutopsy.png|right|Hallucinoid Autopsy]]Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, it&#039;s main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Calcinite]]&lt;br /&gt;
* [[Aquatoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=22561</id>
		<title>Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hallucinoid&amp;diff=22561"/>
		<updated>2009-09-03T05:18:48Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               62-91&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-133&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         90-122&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          90-111 (Unused)&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           100&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   32-129&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        0&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     90-111&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       35&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Hallucinoid.png|right|Hallucinoid]]Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.&lt;br /&gt;
&lt;br /&gt;
Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:HallucinoidAutopsy.png|right|Hallucinoid Autopsy]]Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, it&#039;s main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Calcinite]]&lt;br /&gt;
* [[Aquatoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Deep_One&amp;diff=22560</id>
		<title>Deep One</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Deep_One&amp;diff=22560"/>
		<updated>2009-09-03T05:14:54Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it&#039;s hard to tell under the red glowing goggles. &lt;br /&gt;
&lt;br /&gt;
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T&#039;Leth mission. &lt;br /&gt;
&lt;br /&gt;
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. &lt;br /&gt;
&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;15%&amp;quot; style = &amp;quot;margin: 1em; background: #f0f0f0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:80%;&amp;quot;&amp;gt;Do not confuse the Deep-Ones for the Lovecraftian &#039;Deep Ones&#039;, which are more closely related to the [[Tasoth]] than TFTD&#039;s Deep-One.&amp;lt;/span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Deep-One is a crucial alien in X-Com&#039;s overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you&#039;ve learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. &lt;br /&gt;
&lt;br /&gt;
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it&#039;s too difficult. &lt;br /&gt;
&lt;br /&gt;
== Research Bug == &lt;br /&gt;
&lt;br /&gt;
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T&#039;leth|end-game mission]]. &lt;br /&gt;
&lt;br /&gt;
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               50&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            35&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         55&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          40 (Unused)&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           N/A&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   70&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 58 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A (Unused)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     N/A&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       8&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        6&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        4&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       12 (Read Note) &lt;br /&gt;
&lt;br /&gt;
All values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
* NOTE: Entry is unknown in the USO; the previous value is given along with a question mark.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;15%&amp;quot; style = &amp;quot;background: #f0f0f0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:DeepOne.png|center|Deep One]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:smaller;&amp;quot;&amp;gt;Be advised: Deep-Ones don&#039;t carry weapons. The miniature craft PWT cannon is just for show.&amp;lt;span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Ufopaedia excerpt: &lt;br /&gt;
&lt;br /&gt;
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.&lt;br /&gt;
&lt;br /&gt;
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
{| align = &amp;quot;right&amp;quot; width = &amp;quot;15%&amp;quot; style = &amp;quot;background: #f0f0f0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;font-size:smaller;&amp;quot;&amp;gt;Deep-One Autopsy&amp;lt;span&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Ufopaedia Excerpt:&lt;br /&gt;
&lt;br /&gt;
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.&lt;br /&gt;
&lt;br /&gt;
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Xarquid]]&lt;br /&gt;
* [[Gillman]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Calcinite&amp;diff=22559</id>
		<title>Calcinite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Calcinite&amp;diff=22559"/>
		<updated>2009-09-03T05:06:35Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A terror unit that may accompany the Aquatoids on land missions. Fortunately, while its diving suit makes a good disguise, no Terror mission involves civilian aquanauts. So unless you have an agent obsessed with yellow diving suits (and refuses to take off his helmet on land), there should be no problem identifying this armored blob. The creature&#039;s corpse also provide information needed to study melee weapons like the [[Vibro Blade]]. Unfortunately for the scientists, [[Aquatoid]]s don&#039;t enjoy terror missions much and X-Com commanders may not encounter this green blob until late in the game when [[Mixed Crew]] missions occur.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          110 (Unused)&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           N/A&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   74 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80 (Unused?)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A (Unused)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     N/A&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       35&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        35&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Calc.PNG|right|Calcinite]]In the diving suits of lost mariners, these aliens stalk the seabed for the unwary. A vicious swipe by the creature&#039;s stronger than steel claws can be enough to send the best divers to the bottom.&lt;br /&gt;
&lt;br /&gt;
A gelatinous green form can be seen swirling around in the face mask. No hint of the real creature can be divined from the often lethal encounters we have had with them. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:CalciniteAutopsy.png|right|Calcinite Autopsy]]Once the armoured suit is stripped away the Calcinite is revealed to be a huge amorphous blob of protoplasm. No visible brain, limbs or sensory organs exist, a small metallic component resides deep in the liquid body.&lt;br /&gt;
&lt;br /&gt;
Once dead we can only guess at the creature&#039;s nature. An inexplicable enigma of our alien enemies. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Hallucinoid]]&lt;br /&gt;
* [[Aquatoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=22558</id>
		<title>Bio-Drone</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=22558"/>
		<updated>2009-09-03T05:00:23Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Functionally identical to the Cyberdiscs of the First Alien War, except miniturised for indoor-use, Bio Drones are terribly dangerous.&lt;br /&gt;
&lt;br /&gt;
The usual Cyberdisc warnings apply here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;Use anything other than a Melee weapon against it will cause an explosion big enough to kill creatures nearby... aliens, civilians, or your [[Aquanauts]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Though it has a front and back, and technically possible to sneak up upon it unnoticed, it is physically impossible to tell which way it is facing because of planer symmetry.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When possible, double-team against a Bio-Drone. Have an aquanaut draw fire, while another sneaks up behind it with a Melee weapon.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Bio-Drones leave scorch marks on the ground (and sometimes set fire to it) if they are moving around above sealevel much like the [[Silacoid]].&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               80&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            140&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            120&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         40&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          120 (Unused)&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           N/A&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   90&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 0&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A (Unused)&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     N/A (Likely Very High)&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       25&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        15&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        10&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:BioDrone.png|right|Bio-Drone]]The Bio-Drone is a creation only an alien mind could conceive of. It is a brain, (human or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water.&lt;br /&gt;
&lt;br /&gt;
Each Bio-Drone is armed with a powerful auditory disruptor, part machine and part organism. Some of our scientists have suggested that the weapon is driven by the host organisms original vocal cords. Highly accurate and tenacious these super guard dogs are widely used by the aliens to protect valuable assets. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:BioDroneAutopsy.png|right|Bio-Drone Autopsy]]&lt;br /&gt;
The hypothesis that the auditory disruptor is a biological device are true. This unfortunate creature literally screams its enemies to death. Every example has massive surgical trauma scars and is severely mutilated. The aliens appear to butcher the brain into obedience.&lt;br /&gt;
&lt;br /&gt;
Most of the brains used in the creatures are alien in origin, but nothing can compare to the horror of finding a human based unit. The Bio-Drones are powered by an ION engine and incorporate some form of remote control system. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
The Bio-Drone has two forms of attack: it&#039;s ranged disruptor weapon and a close quarters melee attack which requires 15 TU. However, it&#039;s base [[Melee Accuracy]] is 0% which makes it difficult (though not totally impossible) for damage to occur. When it does though, damage is 145 average or 0-290.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Lobsterman]]&lt;br /&gt;
* [[Cyberdisc]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tasoth&amp;diff=22556</id>
		<title>Tasoth</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tasoth&amp;diff=22556"/>
		<updated>2009-09-03T04:54:28Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tasoth usually appear late, they have a lot of health and a number of [[Damage_Modifiers_%28TFTD%29#Susceptible_to...|defensive bonuses]] (column 7 of the table) which enable them to take a lot of punishment. Fortunately, you should already have some heavy weapon like [[Sonic Cannon]] by the time Tasoth appear. Still, they are fast and Tasoth Squad Leader even has Molecular Control ability. They&#039;re possibly the most dangerous alien race encountered during [[Second Alien War]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER&#039;&#039;&#039; research the Tasoth Commander. There&#039;s no reason to - and as of the last patch, they should no longer appear on the research list. They can block the T&#039;Leth research. See [[TRTBAG#The Tasoth Commander Trap|The Tasoth Commander Trap]] for more detail.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-97&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125-135&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            100-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         80-108&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-86&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           60-80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   21-105&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        40-49&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     30-62&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       20&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        20&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        20&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Tasoth.png|right|Tasoth]]These agile and fast enemies are a mainstay of the alien army. Hundreds are birthed in massive breeding vats deep in the heart of the Alien colonies.&lt;br /&gt;
&lt;br /&gt;
Vastly more powerful than a man, the Tasoth is a true alien and its behaviour and carnivorous nature unmatched on the planet. The Tasoth often forms the spearhead of an alien attack and never seems to shrink from the fight even in the face of overwhelming odds. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:TasothAutopsy.png|right|Tasoth Autopsy]]Dissection revealed a cybernetic organism possessed of strange power. Inside the body cavity is a small power unit, but no indentifiable organs.&lt;br /&gt;
&lt;br /&gt;
The power is transmitted throughout the body by a Bio-electric transmission system. The whole body lacks bones or any other supporting structure. Once dead the power stops and the creature becomes a lifeless rag doll of oozing alien flesh and fluids. The only other internal construction is a pair of ceramic cells, which if energised briefly revive the creature. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[[Image:TasothChange.jpg|right|Tasoth Original]]&lt;br /&gt;
&lt;br /&gt;
Originally the Tasoth had a very different concept, though this was changed later in development for reasons unknown, likely to accommodate the idea behind the Deep One which shares some flavor text.  They were originally designed and intended to be surgically / genetically modified humans who had been captured and MC controlled.&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Triscene]]&lt;br /&gt;
* [[Bio-Drone]]&lt;br /&gt;
* [[Tentaculat]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aquatoid&amp;diff=22555</id>
		<title>Aquatoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aquatoid&amp;diff=22555"/>
		<updated>2009-09-03T04:52:31Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Aquatoid is a genetically engineered, ancient alien race closely related to their space/land based cousins, the [[Sectoid]] race. Some experts have disputed that the [[Sectoid]] race actually descended from the Aquatoids, judging by the webbing on their feet and hands.&lt;br /&gt;
&lt;br /&gt;
Aquatoids possess average weapon skills and are extremely vulnerable to all weapons, including the rudimentary harpoon family. However, higher ranked Aquatoids are feared for their [[Molecular Control]] ability.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               54-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            30-35&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         63-85&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          30-58&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   20-84&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 58&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        25-62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     35-62&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       4&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        3&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        3&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Aquatoid.png|right|Aquatoid]]The Aquatoid race is an ancient society, having existed millennia before man&#039;s first faltering steps upon the world. Their compact form and bulbous features are a throwback to their space faring brethren, the Sectoids.&lt;br /&gt;
&lt;br /&gt;
Their power is based on the powerful Molecular Control technology. The Aquatoid race seeks to propagate its sterile race by genetic modification, the ideal subjects being Human beings. Experiments have spawned numerous hybrid races. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:AquatoidAutopsy.png|right|Aquatoid Autopsy]]The detailed analysis on this creature allow us to make some basic assumptions. It is a Sectoid, our former foes, but changed by surgical methods and implants to be aquatic creature.&lt;br /&gt;
&lt;br /&gt;
Vestigial lungs allow the breathing of air and limited surface mobility. There are cybernetic implants throughout the body, enhancing the strength of its atrophied limbs and the function of its organs.&lt;br /&gt;
&lt;br /&gt;
As all members of this race are identical, we may hypothesise that these creatures are clones. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Calcinite]]&lt;br /&gt;
* [[Hallucinoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=22554</id>
		<title>Gill Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=22554"/>
		<updated>2009-09-03T04:51:55Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quite an uninteresting bunch, the Gillmen...&lt;br /&gt;
&lt;br /&gt;
Pathetic traitors of Earth, they have prostrated themselves before a foreign power in order to fight their own Brothers and Sisters. Show them no mercy!&lt;br /&gt;
&lt;br /&gt;
*They are slow, dumb, and easily mind-controlled... Is it any wonder the Gillmen shares common DNA with the civilians in Terror raids?&lt;br /&gt;
**Take them as TFTD version of [[Snakeman]], just without [[Tentaculat]] to stalk your team.&lt;br /&gt;
*** They do have rather high amounts of health though!&lt;br /&gt;
&lt;br /&gt;
* Gill-Man Commanders are capable of using MC attacks and are very adept at it. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               40-74&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            80-118&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            45-60&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         45-72&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          47-64&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80-90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   18-93&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 50-65&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        50-62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     30-43&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       15&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        12&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        14&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Armor values are representative of Veteran-Level Aliens. Beginner and Experienced have a less than one modifier, whereas Genius and Superhuman have a greater than one modifier.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Gillman.png|right|Gillman]]Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man.&lt;br /&gt;
&lt;br /&gt;
This creature is extremely powerful and fast in the under sea world. Gillmen are fully fledged race, there being male and female specimens of varying ages.&lt;br /&gt;
&lt;br /&gt;
They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation. It is possible we are looking at some ancient branch of our own species. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:GillmanAutopsy.png|right|Gillman Autopsy]]Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant.&lt;br /&gt;
&lt;br /&gt;
In a time when dinosaurs roamed these creatures lived, the Gillmen-amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens.&lt;br /&gt;
&lt;br /&gt;
A small electronic device is lodged in the skulls of the creatures. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Xarquid]]&lt;br /&gt;
* [[Deep One]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=22553</id>
		<title>Gill Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=22553"/>
		<updated>2009-09-03T04:49:45Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quite an uninteresting bunch, the Gillmen...&lt;br /&gt;
&lt;br /&gt;
Pathetic traitors of Earth, they have prostrated themselves before a foreign power in order to fight their own Brothers and Sisters. Show them no mercy!&lt;br /&gt;
&lt;br /&gt;
*They are slow, dumb, and easily mind-controlled... Is it any wonder the Gillmen shares common DNA with the civilians in Terror raids?&lt;br /&gt;
**Take them as TFTD version of [[Snakeman]], just without [[Tentaculat]] to stalk your team.&lt;br /&gt;
*** They do have rather high amounts of health though!&lt;br /&gt;
&lt;br /&gt;
* Gill-Man Commanders are capable of using MC attacks and are very adept at it. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               40-74&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            80-118&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            45-60&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         45-72&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          47-64&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80-90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   18-93&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 50-65&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        50-62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     30-43&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       15&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        12&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        14&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       12&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Gillman.png|right|Gillman]]Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man.&lt;br /&gt;
&lt;br /&gt;
This creature is extremely powerful and fast in the under sea world. Gillmen are fully fledged race, there being male and female specimens of varying ages.&lt;br /&gt;
&lt;br /&gt;
They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation. It is possible we are looking at some ancient branch of our own species. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:GillmanAutopsy.png|right|Gillman Autopsy]]Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant.&lt;br /&gt;
&lt;br /&gt;
In a time when dinosaurs roamed these creatures lived, the Gillmen-amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens.&lt;br /&gt;
&lt;br /&gt;
A small electronic device is lodged in the skulls of the creatures. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Xarquid]]&lt;br /&gt;
* [[Deep One]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aquatoid&amp;diff=22552</id>
		<title>Aquatoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aquatoid&amp;diff=22552"/>
		<updated>2009-09-03T04:47:38Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Aquatoid is a genetically engineered, ancient alien race closely related to their space/land based cousins, the [[Sectoid]] race. Some experts have disputed that the [[Sectoid]] race actually descended from the Aquatoids, judging by the webbing on their feet and hands.&lt;br /&gt;
&lt;br /&gt;
Aquatoids possess average weapon skills and are extremely vulnerable to all weapons, including the rudimentary harpoon family. However, higher ranked Aquatoids are feared for their [[Molecular Control]] ability.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               54-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            30-35&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         63-85&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          30-58&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   20-84&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 58&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        25-62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     35-62&lt;br /&gt;
 &#039;&#039;&#039;Front Armor:&#039;&#039;&#039;       4&lt;br /&gt;
 &#039;&#039;&#039;Side Armor:&#039;&#039;&#039;        3&lt;br /&gt;
 &#039;&#039;&#039;Rear Armor:&#039;&#039;&#039;        3&lt;br /&gt;
 &#039;&#039;&#039;Under Armor:&#039;&#039;&#039;       2&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Aquatoid.png|right|Aquatoid]]The Aquatoid race is an ancient society, having existed millennia before man&#039;s first faltering steps upon the world. Their compact form and bulbous features are a throwback to their space faring brethren, the Sectoids.&lt;br /&gt;
&lt;br /&gt;
Their power is based on the powerful Molecular Control technology. The Aquatoid race seeks to propagate its sterile race by genetic modification, the ideal subjects being Human beings. Experiments have spawned numerous hybrid races. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:AquatoidAutopsy.png|right|Aquatoid Autopsy]]The detailed analysis on this creature allow us to make some basic assumptions. It is a Sectoid, our former foes, but changed by surgical methods and implants to be aquatic creature.&lt;br /&gt;
&lt;br /&gt;
Vestigial lungs allow the breathing of air and limited surface mobility. There are cybernetic implants throughout the body, enhancing the strength of its atrophied limbs and the function of its organs.&lt;br /&gt;
&lt;br /&gt;
As all members of this race are identical, we may hypothesise that these creatures are clones. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Calcinite]]&lt;br /&gt;
* [[Hallucinoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Life Forms (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=22551</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=22551"/>
		<updated>2009-09-03T04:37:02Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Backers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Muton Commander====&lt;br /&gt;
&lt;br /&gt;
I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
&lt;br /&gt;
I opperate as Pray_For_Snow on Steam.&lt;br /&gt;
&lt;br /&gt;
====I&#039;m back!====&lt;br /&gt;
&lt;br /&gt;
After a few months (a year maybe?), I&#039;ve decided to get back into XCOM, and replay the first three games in the series.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22550</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=22550"/>
		<updated>2009-09-03T04:35:27Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Back, just cleaning some junk up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
&lt;br /&gt;
: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
&lt;br /&gt;
And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template_talk:PicStub&amp;diff=19167</id>
		<title>Template talk:PicStub</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template_talk:PicStub&amp;diff=19167"/>
		<updated>2009-01-10T03:02:10Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: New page: Thanks for the template! ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for the template! [[User:Muton commander|Muton commander]] 21:02, 9 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=19148</id>
		<title>Talk:Hunter</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=19148"/>
		<updated>2009-01-09T04:41:31Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone else had an alien hiding in that little &amp;quot;closet&amp;quot; on level 1? I always have one there and just use a sonic pulser near the area because the bugger has full Time Units, a result of him camping there. [[User:Muton commander|Muton commander]] 22:41, 8 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=19147</id>
		<title>Talk:Hunter</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hunter&amp;diff=19147"/>
		<updated>2009-01-09T04:41:01Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: New page: Has anyone else had an alien hiding in that little &amp;quot;closet&amp;quot; on level 2? I always have one there and just use a sonic pulser near the area because the bugger has full Time Units, a result o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone else had an alien hiding in that little &amp;quot;closet&amp;quot; on level 2? I always have one there and just use a sonic pulser near the area because the bugger has full Time Units, a result of him camping there. [[User:Muton commander|Muton commander]] 22:41, 8 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=19146</id>
		<title>User talk:Zombie</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=19146"/>
		<updated>2009-01-09T01:35:51Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: /* The New Templates. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a recent discussion from the main page about images. Instead of deleting it, I decided to add it to my talk page. Conclusion reached was that PNG&#039;s are the preferred image choice for the wiki as most X-COM screenshots are well-suited to this format and are smaller than a GIF. JPEG&#039;s should only be considered for pictures as the quality sucks. --[[User:Zombie|Zombie]] 13:45, 25 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Image Types ==&lt;br /&gt;
I was fooling around with images today and decided I should show everyone what an image looks like in a particular format. Just for this example, I used the Level 0 view of the Small Scout. Here are the images (don&#039;t peek, just look at them and try to figure out which is which for now):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Scout GIF.GIF|GIF image]] [[Image:Scout PNG.PNG|PNG image]] [[Image:Scout JPEG.JPG|JPEG image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From what I can tell, the image quality of a GIF and a PNG is minimal. Both look very good. The PNG image seems a tad bit lighter over the GIF, though. Not bad. But compare either a GIF or a PNG with a JPEG and there is a huge difference. The JPEG has &amp;quot;artifacts&amp;quot; strewn all over the place and has a &amp;quot;mottled&amp;quot; appearance. Ugh! Terrible! That&#039;s all for the image quality aspect. (So does anyone know the technical difference between a GIF and a PNG? Please explain.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s move on to size. The GIF image is usually the largest in size. In this case the GIF image of the Scout example is 7897 bytes. The JPEG is 6784 bytes (or 86% of the GIF) while the PNG is 6090 bytes (or 77% of the GIF).&lt;br /&gt;
&lt;br /&gt;
Finally, compare size against image quality. PNG wins hands down. Not only is it smaller in size, but it also has an image quality equaling that of a GIF. JPEGs are smaller than a GIF but the image quality sucks. Granted, in some instances a JPEG is fine (especially if the background is a dark color), but in all the comparisons I did they were bad.&lt;br /&gt;
&lt;br /&gt;
So, have you figured out what is what? The first image is a GIF, the second is a PNG and the third is a JPEG. &lt;br /&gt;
&lt;br /&gt;
I implore everyone to consider uploading either a GIF or a PNG image type over a JPEG. The quality is better in those formats. If you have a choice, PNG is better because of the size on disc. --[[User:Zombie|Zombie]] 19:40, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The most important difference between PNG and GIF is GIFs can only use 256 colors.  I think most graphics from Enemy Unknown are in 8-bit color, so it doesn&#039;t cause a problem, but if you ever converted a normal photo to GIF, it&#039;d look horrendous.  PNGs can handle &amp;quot;truecolor&amp;quot; (24-bit), and as you said, they tend to compress better too.&lt;br /&gt;
&lt;br /&gt;
JPGs can have different &amp;quot;quality settings&amp;quot; which reduce the artifacts but increase file size.  JPG tends to compress photos better than PNG, but PNG is great for non-natural images, such as cartoons or computer graphics.  For graphics pulled from X-COM, PNG is probably best.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 21:43, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s can vary in size depending on the size of the palette used. A standard 256 colour image would allow PNGs to be more or less the same if not better than GIFs. &#039;True Colour&#039; PNGs are generally abominations. &lt;br /&gt;
&lt;br /&gt;
For more information on the PNG format: [http://www.libpng.org/pub/png/ Portable Network Graphics ]&lt;br /&gt;
&lt;br /&gt;
GIF and PNG provide lossless compression while Jpeg&#039;s offer lossy compression. GIF and PNGs are best used when the image is generally small and contains a limited number of colours. X-Com screenshots fit this bill perfectly. &lt;br /&gt;
&lt;br /&gt;
Jpegs tend to lose image accuracy every time you save the image and it gets worse the higher you set the compression. However, that said, Jpegs are best used when your image is full of colour and minor losses in image quality will not matter. &lt;br /&gt;
&lt;br /&gt;
For example, the above pictures are best done with GIF/PNGs (especially if you intend to include transparent pixels). However if you had a cut out shot of the action in the battlescape, it probably wouldn&#039;t matter too much if it were saved as a Jpeg. &lt;br /&gt;
&lt;br /&gt;
Now if you want an image with transparency pixels, you will most definitely pick GIF and PNG. I actually hadn&#039;t realised the PNG format allowed tranparencies, but it does. &lt;br /&gt;
&lt;br /&gt;
Just use what&#039;s best for the occasion. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Which an Uneccessary Discussion of Formats Ensues&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s not only do transparency, but they are capable of doing alpha channel-- that is, partial transparency.  A GIF can only do normal colors (completely opaque) or complete transparency. PNG&#039;s can do all this, as well as allowing color that are partially transparent (say, a red tint with the background showing through).&lt;br /&gt;
&lt;br /&gt;
I put this in mostly to hear myself talk.  There are two limitations to these neato PNG effects:&lt;br /&gt;
* For X-Com screen shots, it&#039;s not needed-- X-Com 1 and 2 never did such fancy tricks.&lt;br /&gt;
* Alpha channel PNG&#039;s are, last I checked, not supported by Internet Explorer-- IE will let PNG&#039;s mimmick GIF-style transparency (that is, an 8-bit palette with all-or-nothing transparency), but nothing more sophisticated.  Firefox and the Mozilla-derived browsers can do them (including Safari, I think), but it&#039;s not much good when most of the traffic is still using IE.  Yes, I&#039;m bitter about this.&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s are in every respect superior to GIF&#039;s.  In matters of compatibility and filesize, the PNG can be set to work just as well or better than GIF). The only reason you use GIFs is to cater to people with seriously archaic browsers.  Widespread PNG support has been around for several years now.&lt;br /&gt;
&lt;br /&gt;
[http://entropymine.com/jason/testbed/pngtrans/ PNG transparency test]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edit: IE7 does complete support for PNG alpha, but of course it&#039;s still in beta testing.  Even when it&#039;s out of beta, sensible web designers will have to wait until the majority of users switch over to it to start designing with it in mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 20:36, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
GIF was originally made waaaay back in the late 80&#039;s. The format recieved an update around 1990, but has not been upgraded since. (Although Microsoft Paint will save lossy GIFs, I don&#039;t think this is an attempt to restandardise the format).&lt;br /&gt;
&lt;br /&gt;
Later JPG came along, which really made high color images practical because it compressed so well. That compression came at a cost, however - quality is lost when you save a JPG file, &amp;lt;i&amp;gt;no matter how high you set the quality&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
PNG was designed with the intention of replacing GIF. A lot of people started using it once the original GIF copyright ran out - It was re-registered by a company who demanded royalties for anyone who used the format! (Which would only have affected you if you lived in America - of course.)&lt;br /&gt;
&lt;br /&gt;
Although I gather that bit of patent madness has been overthrown, returning GIF to the populance at large, a lot of people still use PNG when possible. JPG files still yield better compression when images have a lot of color depth, however, PNG files do not lose color information, so it&#039;s the best format to use whenever quality is important.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if PNG supports multiple images in the one file, however. We&#039;ve all seen animating GIFs, but I&#039;m sure I&#039;ve never seen an animating PNG.&lt;br /&gt;
&lt;br /&gt;
One feature I&#039;ve always wanted added to web browsers is the ability for HTML to referrence individual images loaded into GIF files. That way, you could put all the images into one file, as opposed to lots of little ones. This would improve page load times no end. One example where this would be useful is your average forum skin.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
One attempt to animate PNG is MNG.  However, development on that appears to have stopped in late 2004 when Mozilla abandoned the format (only one implementation, so hard to catch bugs in the specification).&lt;br /&gt;
&lt;br /&gt;
Regarding PNG transparency/IE5,6: I don&#039;t think this is completely portably solvable in MediaWiki.  Even if (contrary to what I would expect; need to check documentation for other reasons) JavaScript was enabled in MediaWiki, the general solution is to use that JavaScript to define whether to use HTML-standard, or IE extensions that do render PNG transparency.  I haven&#039;t tested how to do this with inline images [img tag], but it should be possible to do this inline.  Background images require using the JavaScript to define a CSS class, which should be done in the head tag: disallowed.&lt;br /&gt;
&lt;br /&gt;
EDIT: MediaWiki Technical FAQ intimates that JavaScript should be stripped.  So, cross-browser PNG transparency not possible by legitimate design for security.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]] 11:49, 17 June 2006 (CDT)&lt;br /&gt;
&lt;br /&gt;
I just started a discussion on the main page about this--people are still adding nasty JPGs to the wiki, and I thought we should add a notice somewhere obvious. [[User:Phasma Felis|Phasma Felis]] 10:57, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Zombie: Just so you know, armor for aliens is only one of two values.  In Beginner, it&#039;s 50% the base armor score listed in the game files; in Experienced/Veteran/Genius/Superhuman, the armor rating for aliens is the base listing.  This is also why [[Chryssalid]]s spawned from Zombies are actually MORE dangerous than mission-spawn Chryssalids in Beginner mode, because the Zombie-spawned critters have twice as much armor!  (In all other difficulties, Zombie spawned Chryssies are weaker; the armor is the same, but they don&#039;t get the above 100% modifiers for their other stats, like TUs, Stamina, Psi Strength, etc.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:43, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Why do you mention this? I of all people should know about [[Alien Stats]]. Ahem. ;) --[[User:Zombie|Zombie]] 01:02, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
I thought you did, but your comment to the Stun Rod page about &amp;quot;Veteran-Superhuman&amp;quot; Sectopods kinda threw some doubt on it; so I figured that it was better safe then sorry.  Guess I jumped the gun, apologies.  (Also, I need to try that &amp;quot;Aliens Own Earth&amp;quot; thing.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:04, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry, it was a mistype. Experienced it is. :D --[[User:Zombie|Zombie]] 01:09, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry for jumping on you like that.  &amp;gt;_&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:17, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I probably deserved a good beating for a rookie mistake like that. If you catch me doing strange stuff, feel free to edit. --[[User:Zombie|Zombie]] 01:28, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== New Milestone. ==&lt;br /&gt;
&lt;br /&gt;
With my previous edit, I now have 2,000 contributions to the Wiki. :) --[[User:Zombie|Zombie]] 22:25, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:A little over twice as many as me!  (This&#039;ll be edit 1010). Incidentally, looking at your recent record, it seems you&#039;ve had a few days off.  Busy Zombie, you definitely don&#039;t sleep.  Wanna leave some editing for the rest of us?  ;)  All you need to do is ask...or point.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Do we get a counter? Never noticed that before. One thing about the millions of recent edits: Some of the older and probably less visited articles are brought to the surface again. Some of them are long overdue a bit of preening and pruning. -[[User:NKF|NKF]] 01:42, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t realize there was a counter till the last upgrade to the wiki software. If you go to My Preferences and look at your user profile it&#039;ll say how many edits you have under your screen name and ID#. @AQ: Yeah, I had a couple days off in the last week due to finals and a heavy snowfall which basically stopped everything. All I&#039;ve been doing here recently is updating the pages to reflect the nomenclature in-game. Maintaining this consistency is necessary for people trying to find something in a hurry. And my work ethic has always been that if I want something done, I might as well do it myself. With an aging mind, it better to get stuff done while it&#039;s still fresh in my memory too. Don&#039;t worry, there&#039;s still plenty to do around here. There are a lot of articles floating around with little to no text, which need a spell checking, or even a rewrite. TFTD in particular needs some attention. --[[User:Zombie|Zombie]] 16:35, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I got that same snowfall, still being only a few hours north, and yeah, we got shut down too.  :)  As for TFTD, I know it needs attention, but I&#039;ve never been able to get TFTD to run half-decently.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:49, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== The New Templates. ==&lt;br /&gt;
Hey Zombie, great job on these new templates, and now we even have a stub template! If possible could we get a template about adding more pictures? If so, thanks! If not, oh well, it wasn&#039;t the biggest deal here yet. It would be nice if we did have pictures for every page though. [[User:Muton commander|Muton commander]] 19:35, 8 January 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=19145</id>
		<title>User talk:Zombie</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=19145"/>
		<updated>2009-01-09T01:34:31Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Template talk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a recent discussion from the main page about images. Instead of deleting it, I decided to add it to my talk page. Conclusion reached was that PNG&#039;s are the preferred image choice for the wiki as most X-COM screenshots are well-suited to this format and are smaller than a GIF. JPEG&#039;s should only be considered for pictures as the quality sucks. --[[User:Zombie|Zombie]] 13:45, 25 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Image Types ==&lt;br /&gt;
I was fooling around with images today and decided I should show everyone what an image looks like in a particular format. Just for this example, I used the Level 0 view of the Small Scout. Here are the images (don&#039;t peek, just look at them and try to figure out which is which for now):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Scout GIF.GIF|GIF image]] [[Image:Scout PNG.PNG|PNG image]] [[Image:Scout JPEG.JPG|JPEG image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From what I can tell, the image quality of a GIF and a PNG is minimal. Both look very good. The PNG image seems a tad bit lighter over the GIF, though. Not bad. But compare either a GIF or a PNG with a JPEG and there is a huge difference. The JPEG has &amp;quot;artifacts&amp;quot; strewn all over the place and has a &amp;quot;mottled&amp;quot; appearance. Ugh! Terrible! That&#039;s all for the image quality aspect. (So does anyone know the technical difference between a GIF and a PNG? Please explain.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s move on to size. The GIF image is usually the largest in size. In this case the GIF image of the Scout example is 7897 bytes. The JPEG is 6784 bytes (or 86% of the GIF) while the PNG is 6090 bytes (or 77% of the GIF).&lt;br /&gt;
&lt;br /&gt;
Finally, compare size against image quality. PNG wins hands down. Not only is it smaller in size, but it also has an image quality equaling that of a GIF. JPEGs are smaller than a GIF but the image quality sucks. Granted, in some instances a JPEG is fine (especially if the background is a dark color), but in all the comparisons I did they were bad.&lt;br /&gt;
&lt;br /&gt;
So, have you figured out what is what? The first image is a GIF, the second is a PNG and the third is a JPEG. &lt;br /&gt;
&lt;br /&gt;
I implore everyone to consider uploading either a GIF or a PNG image type over a JPEG. The quality is better in those formats. If you have a choice, PNG is better because of the size on disc. --[[User:Zombie|Zombie]] 19:40, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The most important difference between PNG and GIF is GIFs can only use 256 colors.  I think most graphics from Enemy Unknown are in 8-bit color, so it doesn&#039;t cause a problem, but if you ever converted a normal photo to GIF, it&#039;d look horrendous.  PNGs can handle &amp;quot;truecolor&amp;quot; (24-bit), and as you said, they tend to compress better too.&lt;br /&gt;
&lt;br /&gt;
JPGs can have different &amp;quot;quality settings&amp;quot; which reduce the artifacts but increase file size.  JPG tends to compress photos better than PNG, but PNG is great for non-natural images, such as cartoons or computer graphics.  For graphics pulled from X-COM, PNG is probably best.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 21:43, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s can vary in size depending on the size of the palette used. A standard 256 colour image would allow PNGs to be more or less the same if not better than GIFs. &#039;True Colour&#039; PNGs are generally abominations. &lt;br /&gt;
&lt;br /&gt;
For more information on the PNG format: [http://www.libpng.org/pub/png/ Portable Network Graphics ]&lt;br /&gt;
&lt;br /&gt;
GIF and PNG provide lossless compression while Jpeg&#039;s offer lossy compression. GIF and PNGs are best used when the image is generally small and contains a limited number of colours. X-Com screenshots fit this bill perfectly. &lt;br /&gt;
&lt;br /&gt;
Jpegs tend to lose image accuracy every time you save the image and it gets worse the higher you set the compression. However, that said, Jpegs are best used when your image is full of colour and minor losses in image quality will not matter. &lt;br /&gt;
&lt;br /&gt;
For example, the above pictures are best done with GIF/PNGs (especially if you intend to include transparent pixels). However if you had a cut out shot of the action in the battlescape, it probably wouldn&#039;t matter too much if it were saved as a Jpeg. &lt;br /&gt;
&lt;br /&gt;
Now if you want an image with transparency pixels, you will most definitely pick GIF and PNG. I actually hadn&#039;t realised the PNG format allowed tranparencies, but it does. &lt;br /&gt;
&lt;br /&gt;
Just use what&#039;s best for the occasion. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Which an Uneccessary Discussion of Formats Ensues&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s not only do transparency, but they are capable of doing alpha channel-- that is, partial transparency.  A GIF can only do normal colors (completely opaque) or complete transparency. PNG&#039;s can do all this, as well as allowing color that are partially transparent (say, a red tint with the background showing through).&lt;br /&gt;
&lt;br /&gt;
I put this in mostly to hear myself talk.  There are two limitations to these neato PNG effects:&lt;br /&gt;
* For X-Com screen shots, it&#039;s not needed-- X-Com 1 and 2 never did such fancy tricks.&lt;br /&gt;
* Alpha channel PNG&#039;s are, last I checked, not supported by Internet Explorer-- IE will let PNG&#039;s mimmick GIF-style transparency (that is, an 8-bit palette with all-or-nothing transparency), but nothing more sophisticated.  Firefox and the Mozilla-derived browsers can do them (including Safari, I think), but it&#039;s not much good when most of the traffic is still using IE.  Yes, I&#039;m bitter about this.&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s are in every respect superior to GIF&#039;s.  In matters of compatibility and filesize, the PNG can be set to work just as well or better than GIF). The only reason you use GIFs is to cater to people with seriously archaic browsers.  Widespread PNG support has been around for several years now.&lt;br /&gt;
&lt;br /&gt;
[http://entropymine.com/jason/testbed/pngtrans/ PNG transparency test]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edit: IE7 does complete support for PNG alpha, but of course it&#039;s still in beta testing.  Even when it&#039;s out of beta, sensible web designers will have to wait until the majority of users switch over to it to start designing with it in mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 20:36, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
GIF was originally made waaaay back in the late 80&#039;s. The format recieved an update around 1990, but has not been upgraded since. (Although Microsoft Paint will save lossy GIFs, I don&#039;t think this is an attempt to restandardise the format).&lt;br /&gt;
&lt;br /&gt;
Later JPG came along, which really made high color images practical because it compressed so well. That compression came at a cost, however - quality is lost when you save a JPG file, &amp;lt;i&amp;gt;no matter how high you set the quality&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
PNG was designed with the intention of replacing GIF. A lot of people started using it once the original GIF copyright ran out - It was re-registered by a company who demanded royalties for anyone who used the format! (Which would only have affected you if you lived in America - of course.)&lt;br /&gt;
&lt;br /&gt;
Although I gather that bit of patent madness has been overthrown, returning GIF to the populance at large, a lot of people still use PNG when possible. JPG files still yield better compression when images have a lot of color depth, however, PNG files do not lose color information, so it&#039;s the best format to use whenever quality is important.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if PNG supports multiple images in the one file, however. We&#039;ve all seen animating GIFs, but I&#039;m sure I&#039;ve never seen an animating PNG.&lt;br /&gt;
&lt;br /&gt;
One feature I&#039;ve always wanted added to web browsers is the ability for HTML to referrence individual images loaded into GIF files. That way, you could put all the images into one file, as opposed to lots of little ones. This would improve page load times no end. One example where this would be useful is your average forum skin.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
One attempt to animate PNG is MNG.  However, development on that appears to have stopped in late 2004 when Mozilla abandoned the format (only one implementation, so hard to catch bugs in the specification).&lt;br /&gt;
&lt;br /&gt;
Regarding PNG transparency/IE5,6: I don&#039;t think this is completely portably solvable in MediaWiki.  Even if (contrary to what I would expect; need to check documentation for other reasons) JavaScript was enabled in MediaWiki, the general solution is to use that JavaScript to define whether to use HTML-standard, or IE extensions that do render PNG transparency.  I haven&#039;t tested how to do this with inline images [img tag], but it should be possible to do this inline.  Background images require using the JavaScript to define a CSS class, which should be done in the head tag: disallowed.&lt;br /&gt;
&lt;br /&gt;
EDIT: MediaWiki Technical FAQ intimates that JavaScript should be stripped.  So, cross-browser PNG transparency not possible by legitimate design for security.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]] 11:49, 17 June 2006 (CDT)&lt;br /&gt;
&lt;br /&gt;
I just started a discussion on the main page about this--people are still adding nasty JPGs to the wiki, and I thought we should add a notice somewhere obvious. [[User:Phasma Felis|Phasma Felis]] 10:57, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Zombie: Just so you know, armor for aliens is only one of two values.  In Beginner, it&#039;s 50% the base armor score listed in the game files; in Experienced/Veteran/Genius/Superhuman, the armor rating for aliens is the base listing.  This is also why [[Chryssalid]]s spawned from Zombies are actually MORE dangerous than mission-spawn Chryssalids in Beginner mode, because the Zombie-spawned critters have twice as much armor!  (In all other difficulties, Zombie spawned Chryssies are weaker; the armor is the same, but they don&#039;t get the above 100% modifiers for their other stats, like TUs, Stamina, Psi Strength, etc.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:43, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Why do you mention this? I of all people should know about [[Alien Stats]]. Ahem. ;) --[[User:Zombie|Zombie]] 01:02, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
I thought you did, but your comment to the Stun Rod page about &amp;quot;Veteran-Superhuman&amp;quot; Sectopods kinda threw some doubt on it; so I figured that it was better safe then sorry.  Guess I jumped the gun, apologies.  (Also, I need to try that &amp;quot;Aliens Own Earth&amp;quot; thing.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:04, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry, it was a mistype. Experienced it is. :D --[[User:Zombie|Zombie]] 01:09, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry for jumping on you like that.  &amp;gt;_&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:17, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I probably deserved a good beating for a rookie mistake like that. If you catch me doing strange stuff, feel free to edit. --[[User:Zombie|Zombie]] 01:28, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== New Milestone. ==&lt;br /&gt;
&lt;br /&gt;
With my previous edit, I now have 2,000 contributions to the Wiki. :) --[[User:Zombie|Zombie]] 22:25, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:A little over twice as many as me!  (This&#039;ll be edit 1010). Incidentally, looking at your recent record, it seems you&#039;ve had a few days off.  Busy Zombie, you definitely don&#039;t sleep.  Wanna leave some editing for the rest of us?  ;)  All you need to do is ask...or point.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Do we get a counter? Never noticed that before. One thing about the millions of recent edits: Some of the older and probably less visited articles are brought to the surface again. Some of them are long overdue a bit of preening and pruning. -[[User:NKF|NKF]] 01:42, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t realize there was a counter till the last upgrade to the wiki software. If you go to My Preferences and look at your user profile it&#039;ll say how many edits you have under your screen name and ID#. @AQ: Yeah, I had a couple days off in the last week due to finals and a heavy snowfall which basically stopped everything. All I&#039;ve been doing here recently is updating the pages to reflect the nomenclature in-game. Maintaining this consistency is necessary for people trying to find something in a hurry. And my work ethic has always been that if I want something done, I might as well do it myself. With an aging mind, it better to get stuff done while it&#039;s still fresh in my memory too. Don&#039;t worry, there&#039;s still plenty to do around here. There are a lot of articles floating around with little to no text, which need a spell checking, or even a rewrite. TFTD in particular needs some attention. --[[User:Zombie|Zombie]] 16:35, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I got that same snowfall, still being only a few hours north, and yeah, we got shut down too.  :)  As for TFTD, I know it needs attention, but I&#039;ve never been able to get TFTD to run half-decently.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:49, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== The New Templates. ==&lt;br /&gt;
Hey Zombie, great job on these new templates, and now we even have a stub template! If possible could we get a template about adding more pictures? If so, thanks! If not, oh well, it wasn&#039;t the biggest deal here yet. It would be nice if we did have pictures for every page though.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ion-Beam_Accelerators&amp;diff=19144</id>
		<title>Ion-Beam Accelerators</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ion-Beam_Accelerators&amp;diff=19144"/>
		<updated>2009-01-09T01:27:40Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{STUB}}&lt;br /&gt;
Ion-Beam Accelerators are the mode of propulsion of all Alien craft. Expect to always see one on every craft (unless you shot it down, of course). The Cruiser has &#039;&#039;&#039;two&#039;&#039;&#039; Accelerators and is also as common as the Large Scout, making it easy to find. It contains 50 units of Zrbite, and explodes upon destruction.&lt;br /&gt;
&lt;br /&gt;
This is needed for the production of all X-COM Craft, Such as the Leviathan, Manta, and Hammerhead. It is needed for the research of Alien Sub Construction and Ion Armor. This is also the only way to obtain Zrbite, so do notdestroy these to kill some aliens!&lt;br /&gt;
==See Also==&lt;br /&gt;
{{USO Navbar}}&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Magnetic_Navigation&amp;diff=19143</id>
		<title>Magnetic Navigation</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Magnetic_Navigation&amp;diff=19143"/>
		<updated>2009-01-09T01:09:58Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{STUB}}&lt;br /&gt;
This is the alien&#039;s form of navigation, and is usually operated by a Navigator rank alien. If the craft was shot down, then exect less Mag. Navigation units to still be there. Can possibly be found in Alien bases (Not sure, can someone check this?). &lt;br /&gt;
&lt;br /&gt;
The main purpose of this item is to be used in the creation of X-COM Craft, such as the Manta, Leviathan, or Hammerhead. It requires Aqua-Plastics to make, but if you do enough missions, you should have enough to last you for a few months. Also needed in the creation of Magnetic Ion Armor and to open research of the Transmission Revolver and Alien Sub Construction.&lt;br /&gt;
==See Also==&lt;br /&gt;
{{USO Navbar}}&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Magnetic_Navigation&amp;diff=19142</id>
		<title>Magnetic Navigation</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Magnetic_Navigation&amp;diff=19142"/>
		<updated>2009-01-09T01:09:02Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{STUB}}&lt;br /&gt;
This is the alien&#039;s form of navigation, and is usually operated by a Navigator rank alien. If the craft was shot down, then exect less Mag. Navigation units to still be there. Can possibly be found in Alien bases (Not sure, can someone check this?). &lt;br /&gt;
&lt;br /&gt;
The main purpose of this item is to be used in the creation of X-COM Craft, such as the Manta, Levaithan, or Hammerhead. It requires Aqua-Plastics to make, but if you do enough missions, you should have enough to last you for a few months. Also needed in the creation of Magnetic Ion Armor and to open research of the Transmission Revolver and Alien Sub Construction.&lt;br /&gt;
==See Also==&lt;br /&gt;
{{USO Navbar}}&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=19141</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=19141"/>
		<updated>2009-01-09T01:03:46Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Muton Commander====&lt;br /&gt;
&lt;br /&gt;
I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
&lt;br /&gt;
I opperate as 40kplayer on Steam.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Island_Attack&amp;diff=19140</id>
		<title>Island Attack</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Island_Attack&amp;diff=19140"/>
		<updated>2009-01-08T05:06:15Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Worked on removing stub status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is one of the two map types for &amp;quot;standard&amp;quot; terror missions. Aliens have landed on/near an island resort and are attacking the residents, and your job is to kill/capture all aliens on site. Expect terror units and some higher classes of soldiers. This is the easiest way to start nearly all research in the game, as Deep Ones are abundant early on and you might encounter a Calcinite if you&#039;re lucky. &lt;br /&gt;
&lt;br /&gt;
The main terrain type consists of rolling hills and buildings. A large hotel will almost always be featured. Rememeber to check the basement are near the dining room and the roof for any enemies. You might also want to keep a melee weapon handy, as the tunnels are very narrow and have sharp turns. Trust me, even a stun rod and a harpoon gun will see you through if you aren&#039;t facing Lobstermen or Tasoths, and by then you should have either Gauss, Sonis, or Drill weapons. Another tactic is to use a sonic pulser to level a building or clear out a hallway. Be careful with friendly fire in tunnels or an accidental civilian kill, as many have encountered these mistakes in judgement. [[User:Muton commander|Muton commander]]&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Best_Starting_Weapons_(TFTD)&amp;diff=18570</id>
		<title>Talk:Best Starting Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Best_Starting_Weapons_(TFTD)&amp;diff=18570"/>
		<updated>2008-12-21T17:52:42Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Where&amp;#039;s the Torpedo Launcher?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excellent article, NKF. [[User:Spike|Spike]] 02:51, 10 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Not trying to be nit-picky, but you left out the hand-held Torpedo Launcher. [[User:Muton commander|Muton commander]] 11:52, 21 December 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Tactical_Exploits&amp;diff=18064</id>
		<title>Talk:Tactical Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Tactical_Exploits&amp;diff=18064"/>
		<updated>2008-11-28T22:03:30Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Steam Uses DOSBox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While reading some of the other articles, I was reminded of the &#039;cloning&#039; bug that can sometimes save a soldier without armour who only has 1 turn left to live by standing in smoke and hoping that they get knocked out and killed in the wrong order. &lt;br /&gt;
&lt;br /&gt;
I can&#039;t seem to remember if this counts as an exploit, but thought I&#039;d quickly jam it in here as a reminder before it fades from my mind. &lt;br /&gt;
&lt;br /&gt;
Come to think of it - it&#039;s not really cloning. Perhaps corpse substitution would be a better term? Oh well.  &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 21:27, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==Dead Man Switches VS. Zombies==&lt;br /&gt;
&lt;br /&gt;
Actually, it&#039;s been noted that on occasion, a Zombie will not drop the items the soldier was carrying.  In any case, while the first dropped grenade may well destroy the Zombie(and possibly the spawning Chryssalid), it will ALSO destroy the SECOND grenade.  This means that what you&#039;ve really done is spawned a full power Chryssalid in a place you may not have line of sight to or have any immediate disposal options.  This would generally be considered a VERY BAD thing.&lt;br /&gt;
&lt;br /&gt;
On an auxiliary note, since explosives in TFTD cannot be destroyed by other explosives, this tactic would work quite admirably versus Tentaculats. [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:57, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:However, grenades are not powerful enough to achieve an automatic kill, so again, this is a dicey tactic.--[[User:Ethereal Cereal|Ethereal Cereal]] 11:51, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Rookie agents wearing High Explosives with a dead man switch set can make for highly effective expendable shock troops when it comes to breaching UFO entrances and clearing buildings. Just remember not to allow them anywhere near other team members until they have disposed of the explosives. Smoke grenades could be used as an alternative if you want to avoid wrecking all the expensive alien technology. --[[User:Lobosolitario|Lobosolitario]] 04:33, 11 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Elevator Shielding ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: contrary to the conclusions of this discussion, it would appear that Elevator Shielding is alive and well and is used in such well known wheezes as Alien Base Milking.&#039;&#039;&#039; [[User:Spike|Spike]] 14:08, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Hi Tonic, I think this is the first time we&#039;ve met. Well met.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never heard of Elevator Shielding before. I&#039;m not playing XCOM ATM but in my recollection, they readily shoot through elevators. At least, from upper battleship floors to lower ones.&lt;br /&gt;
&lt;br /&gt;
Who else has seen this alien base elevator shield?&lt;br /&gt;
&lt;br /&gt;
Thanks for contributing, tb! - [[User:MikeTheRed|MikeTheRed]] 21:29, 21 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never seen what Tonicboy describes, but I have had troops toasted from one floor of the battleship to another.  In fact, any amount of time spent on battleship raids should teach that the aliens are at least programmed to shoot DOWN lifts, because I can&#039;t count how many times that precious Commander I was after went into the top floor lift room, tried to fire his Blaster Launcher down the shaft, and turned himself into KFC.  Also have lost troops to Heavy Plasma shots.  However, the entrance elevator on the alien base is smaller(2x2) than the elevator on an alien battleship(3x3).  So I&#039;ll present three theories that might explain what Tonicboy is seeing.&lt;br /&gt;
&lt;br /&gt;
:1: Aliens can only shoot down lifts, not up.&lt;br /&gt;
:2: Aliens need a specific &#039;width&#039; of elevator in order to shoot up or down through, and the Alien Base elevator is too narrow.&lt;br /&gt;
:3: Aliens can&#039;t shoot through a space that has a unit on it, regardless of whether there is the capacity for the shot to connect or not.  What&#039;s keeping the aliens from firing is not the fact that they can&#039;t shoot up or down, it&#039;s that every space on the elevator is occupied by a soldier.  This means that with 9 troopers, or 5 troops and a tank, you could replicate this situation on an alien Battleship.&lt;br /&gt;
&lt;br /&gt;
:I have no idea which theory is correct, but I just thought I&#039;d offer my insight.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:40, 21 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: #3 doesn&#039;t make sense because they ought to be able to shoot &#039;&#039;at&#039;&#039; a unit. &lt;br /&gt;
:: re: #2: I did a little testing on a supply ship, and aliens didn&#039;t shoot down a lift at a soldier right below them.  I think I saw them take shots when the soldier moved, although that might&#039;ve been another alien I didn&#039;t spot.&lt;br /&gt;
::I&#039;ve definitely seen &amp;quot;lift immunity&amp;quot; in alien bases.  Have all your troops retreat to the access rooms, plug up all the upper lift spaces, and watch the aliens swarm underneath without taking any shots.  (Edit out Blaster Launchers first.)  This is true for CE -- is it different for the DOS version?&lt;br /&gt;
::--[[User:Ethereal Cereal|Ethereal Cereal]] 11:45, 22 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I think that blaster bombs ignore elevator shielding. can&#039;t be sure if any other weapons can, but I&#039;ve seen them shoot down both battleship and alien base command center lifts with blaster bombs, and only blaster bombs.--[[User:(name here)|(name here)]] 19:07, 26 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but it does not have to be a Blaster Bomb; any weapon can shoot up or down a lift, unless it is one of those weird situations where the Alien could shoot at you, but it will not. - [[User:NinthRank|NinthRank]] 06:19, 27 November 2007 (PST)&lt;br /&gt;
:: elevator shielding is the name for those situations. but it does not seem to apply to aliens with blaster launchers. maybe aliens don&#039;t shoot straight up or down a lift?&lt;br /&gt;
&lt;br /&gt;
Only for large 2x2 or 3x3 sized lifts (alien base and command room/battleship respectively). For these, they can fire at an angle with no trouble - and so can you. In the Collectors Edition, 1x1 sized lifts give them trouble on account of the bug that sends the blaster bomb to the south of the map when any attempt to set any waypoints above or below each other occurs. You can fire it up and down a 1x1 lift if fired at just the right angle, but the AI isn&#039;t smart enough to do that. &lt;br /&gt;
&lt;br /&gt;
I don&#039;t think any shielding really occurs for the lifts, myself. At least, not in UFO. It may differ slightly in TFTD, so some observations would probably be needed to round it all off.&lt;br /&gt;
&lt;br /&gt;
Has anyone tried reversing the positions of the alien and the soldier to see through the POV of the alien? It might just be that the alien has a harder time spotting a unit directly below it. Perhaps some heavy use of mind control, or even simply using XComutil&#039;s SWP command might be of some help here. - [[User:NKF|NKF]] 20:41, 27 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==Steam Downloaded Versions==&lt;br /&gt;
If you don&#039;t know, the Steam Versions of X-COM are all run in DOSBox, so it should be treated as a DOS type game. I found this out the hard way during a base defense where a Blaster Bomb successfully made a vertical move and killed half my team. [[User:Muton commander|Muton commander]] 16:03, 28 November 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17369</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17369"/>
		<updated>2008-10-22T05:39:13Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Spell Check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Muton Commander====&lt;br /&gt;
&lt;br /&gt;
I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
&lt;br /&gt;
I opperate as [X-COM] 40kplayer on Steam.&lt;br /&gt;
&lt;br /&gt;
====UFO:Alien Invasion====&lt;br /&gt;
I am really p.o.&#039;d at these programmers working on UFO: Alien Invasion, a open source game that draws from X-COM. The best features are gone from the game (in-game saves, interception menus, no more than EIGHT ALIENS per mission!), and are well into the second version (near 2.3). They lock any page discussing this, and I do not want potential X-Commers to be turned away by this game because of how it operates. Also, the programmers act like they have complete control, when it clearly states it is an open source game dependant on player approval. I say we send a few of our good men here over to the site just to see what I mean.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17368</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17368"/>
		<updated>2008-10-22T05:38:03Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Might Need Spell Check Later: UFO: AI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Muton Commander====&lt;br /&gt;
&lt;br /&gt;
I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
&lt;br /&gt;
I opperate as [X-COM] 40kplayer on Steam.&lt;br /&gt;
&lt;br /&gt;
====UFO:Alien Invasion====&lt;br /&gt;
I am rally p.o.&#039;d at these programmers working on UFO: Alien Invasion, a open source game that draws from X-COM. The best features are gone from the game (in-game saves, interception menus, no more than EIGHT ALIENS per mission!), and are well into the second version (near 2.3). They lock any page discussing these changes, and I do not want potential X-Commers to be turned away by this game because of how it operates. Also, the programmers act like they have complete control, when it clearly states it is an open source game dependant on player approval. I say we send a few of our good men here over to the site just to see what I mean.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=17302</id>
		<title>Talk:Base Defense (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defense_(TFTD)&amp;diff=17302"/>
		<updated>2008-10-12T02:52:32Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: One weird Base Defense spawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For TFTD Base Defence missions, there is mention in some articles that the spawn points are different, that aliens will routinely appear in places other than the Airlock and Sub Pens (not just if the aliens run out of their own spawn points). &lt;br /&gt;
&lt;br /&gt;
From personal experience (one Base Defence so far!), the spawn points do appear to be different, it looks like perhaps some of the aliens can spawn in adjacent modules to the usual spawn points, while most of them spawn in the usual modules. Or did I read somewhere that they start in the normal modules but get 1-2 turns free movement? I don&#039;t think so, as I had 2-3 aliens who were nearly the whole way on the right hand side of the base, when the access lift &amp;quot;channel&amp;quot; on the extreme left side of the base. So I think they teleport/leak through into adjacent modules to the sub pens and access lifts. &lt;br /&gt;
&lt;br /&gt;
Still, the overwhelming majority of aliens were in the normal spawn points - sub pens and access lift - so a few leaking behind the lines does not invalidate the overall Base Defence strategy. &lt;br /&gt;
&lt;br /&gt;
: I think it&#039;s the module adjacent to the airlock or sub pens. One way would be to ensure that the sub pens and airlock are separated from the rest of the base with the good old one-chokepoint base strategy for the primary base. Perhaps with a slightly longer chokepoint. &lt;br /&gt;
&lt;br /&gt;
: For smaller sonar/intercept outpost, just throw everything down at random. With aquanauts appearing from all directions, spawning one module along means little. On the bright side, f the aliens start closer, the better the opportunity to use the power tools! &lt;br /&gt;
&lt;br /&gt;
: One thing to check is that this isn&#039;t a result of having too few alien spawn points. It&#039;s very unlikely as I&#039;ve had a 3 sub pen base have aliens start in adjacent modules, but you never know. Really small one-or-no-sub-pen bases tend to suffer from this. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT) &lt;br /&gt;
&lt;br /&gt;
: I once had a commander witha small launcher spawn near a general stores. Thank goodness my Gas Cannon tank was next door and drove right in front of him, with lead to the commander to stun himself. I had a fairly stable base going, all Sub Pens using the top two rows, one access lift in the third, and all other buildings in rows four throught six. He (the HQ) showed up around the eigth turn, long after I had barricaded the choke point. [[User:Muton commander|Muton commander]] 21:52, 11 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Not sure what all this talk about &amp;quot;adjacent&amp;quot; modules was about, so I decided to take a look at the TFTD X-COM base spawn points to see what I could find. First some background on Enemy Unknown X-COM base spawn points (this is where I did most of my original testing on spawn points). There are 3 categories of spawn points: X-COM units, Shared, and Alien. Ignoring the HWP&#039;s for this discussion, X-COM soldiers are the first living units to spawn on a map. They will always be placed in X-COM flagged spawn points first. If they manage to fill those up, they start to fill the shared nodes. Finally, if the shared nodes are filled, then X-COM units will start spawning in the alien flagged spawn points. After the X-COM units have been placed on the map, then the alien units get a chance: first in the alien flagged nodes, then in shared. (I&#039;m not sure whether alien units can spawn in X-COM flagged nodes, I don&#039;t think they can though). Aliens can only show up in the access lift and hangars first, then the shared nodes (which consist of most of the facilities in the game). The modules where only X-COM units can start is the LQ&#039;s and Lab. The General Stores is also one of these but it has a single bugged spawn point which is shared for some reason. There are 3 more facilities with X-COM points but also shared points: Workshop, Large Radar and Missile Defenses. That&#039;s for Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
In TFTD, it&#039;s totally different. For the most part, the map programmers didn&#039;t utilize shared spawn points anymore. They only have X-COM and alien. The aliens mostly show up in the Air Lock and the Sub Pens like in EU, but X-COM units now occupy all the other modules in your base. This is generally speaking of course, there are some obvious exceptions as you guys have noticed. Here&#039;s where there is a problem: the Living Quarters have 3 alien flagged spawn points with a spawn priority of 1 and the Bombardment Shield has a single alien flagged node with a spawn priority of 4. (The Torpedo Defenses, Alien Containment and Sonic Defenses all have one node which is shared).&lt;br /&gt;
&lt;br /&gt;
Let&#039;s take a look at the alien controlled modules a little closer. The Access lift in EU has 8 alien nodes while the Air Lock in TFTD has 9, so there isn&#039;t much difference here. However, in EU there were 15 alien spawn points in each hangar, but in TFTD there are only 13. If the base defense mission doesn&#039;t have any flying units, then the Sub Pen only has 9 alien spawn points. This is a significant reduction in the number of available nodes for the aliens. Once these locations are filled (they are high-priority so they fill fast), then aliens may start to show up in those other locations (most likely the Bombardment Shield first as it has a priority node of 4 and then the LQ&#039;s).&lt;br /&gt;
&lt;br /&gt;
The alien flagged spawn points in the Living Quarters and Bombardment Shield are most likely unintentional errors by the map programmers. So are those shared spawn points in the Torpedo Defenses, Alien Containment and Sonic Defenses. That&#039;s my guess. Those nodes are probably meant to only hold X-COM units. I say this because the routes in the TFTD X-COM base modules are literally a total mess. In some of the modules the routes are in a state of total disarray. It almost looks like the map programmers didn&#039;t quite finish the job. Makes sense, as from what I&#039;ve read, they had a hard time figuring out the routes utility written by Julian Gollop for EU. --[[User:Zombie|Zombie]] 12:44, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some more points about TFTD Base Defence missions: underwater-only weapons (HJ Cannon, Torp launchers, etc) are automatically excluded from your 80 item limit, so you don&#039;t need to sell/transfer them. This was a help for me because a battleship hit me with no warning (near end of February on Superhuman). I did not get anything on sonar (long range and short range). Possibly it was because I had time advance set to 1 Hr, but you would still expect to get a popup box and for the clock to stop when the incoming battleship is detected. No such luck for me.&lt;br /&gt;
&lt;br /&gt;
:They still show up as items that you can equip, as I&#039;ve had cases where the remainder of my Aquanauts had nothing else to arm but some hydrojet cannons. They can be fired with reaction fire, but being one of the slower snap weapons and the fact the TFTD aliens seem less inclined to rove about as much as their UFO cousins, the HJC&#039;s don&#039;t inspire very much confidence. &lt;br /&gt;
&lt;br /&gt;
: A general land based feature that you can enjoy during base defence is improved phosphor performance and explosions appear to be much more destructive to terrain featues. At the very least you&#039;ll get the skull flames instead of bubbles. Not strictly exclusive to base defense, but worth knowing. -[[User:NKF|NKF]] 00:45, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Fair point NKF, let&#039;s continue the discussion over here! A lot of the other TFTD articles are also a bit raw/chatty so I thought it would be ok. Also as there is a dearth of TFTD articles I thought an article, albeit a chatty one, is better than no article at all and a Talk page. I suspect casual users tend not to look at the discussion pages much (I&#039;m talking about a hypothetical &amp;quot;layperson&amp;quot; not the site&#039;s regulars!). But mainly to be honest I&#039;m not qualified to write a proper summary, so I thought if I started a discussion people like your good self might chime in with help - as you have done, so thank you!&lt;br /&gt;
&lt;br /&gt;
Anyhoo.... Yes the base I had was 3 sub pens at the top 2 rows, airlock hard left on row 3, then the rest of the base starting at row 4. Aliens were found on combat turn 1 on the middle and mid-right of row 4. They were just Gillmen and Deep Ones, which I don&#039;t think are that fast? &lt;br /&gt;
&lt;br /&gt;
My heaps of HJ cannon and torps were not available to equip, just loads of gauss weapons and clips and my one and only gas cannon. Initially I thought maybe TFTD is different and denies you the (best) weapons from your transport(s), so I was fighting with my surplus gauss production. Is that possible? &lt;br /&gt;
&lt;br /&gt;
Or do gauss weapons sort higher than HJC on Torp launchers on the 80 item list? I didn&#039;t think that they did. Or maybe it&#039;s an (undocumented) XComUtil feature. Perhaps XcomUtil removed them from the equip screen but all the HJCs were lying around upstairs on the floor. I will have to see if I have a save of that game. &lt;br /&gt;
&lt;br /&gt;
Thanks for the tips on HE and P shells, that&#039;s a good one. &lt;br /&gt;
&lt;br /&gt;
I&#039;m still surprised that I got absolutely no warning of the impending attack, nothing until the Base Defence mission screen came up. Anyone got any ideas about that? Is it normal?&lt;br /&gt;
[[User:Spike|Spike]] 03:49, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: I was going through some of the TFTD sections this evening, and man do we need to perform a serious overhaul. The alien descriptions would be a good place to start. For this section, maybe just a pointer to the talk page for now would do. &lt;br /&gt;
&lt;br /&gt;
: The Gauss weapons are actually further down the list than the torpedo launcher and hydro jet cannon. But then again, so are the sonic weapons. In the few games I&#039;ve been playing recently, I&#039;ve noticed that sonic weapons get selected before all of the basic equipment. I think the game re-orders the sonic weapons and gauss weapons to put them before the others, much like how they re-ordered the weapon list in UFO so that the three pistols were always picked last.  &lt;br /&gt;
&lt;br /&gt;
: As for the base attack - it can happen. Your sonar arrays do a ping at every 30 minute interval to reveal any USOs flying in range. If the Dreadnaught slipped through into your base during the gap between the sonar pings, then you would not have seen it. The scary thing is that this can happen even with a Transmission Resolver! -[[User:NKF|NKF]] 06:48, 10 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Ah thanks for the explanation of &amp;quot;surprise attack&amp;quot;. That makes sense and maybe is worth noting under the main Base Defence article which generally assumes you have some prior warning. On the 80 item limit, more investigation needed, but it looks like the developers were trying to workaround the bug. I wonder if they just reversed the sort order, to put the more advanced weapons/items first? Simple and fairly effective. [[User:Spike|Spike]] 09:15, 10 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapon_Analysis&amp;diff=17251</id>
		<title>Talk:Weapon Analysis</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapon_Analysis&amp;diff=17251"/>
		<updated>2008-10-09T01:25:56Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Thanks!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be great for any future arguements. [[User:Muton commander|Muton commander]] 20:25, 8 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17233</id>
		<title>Talk:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17233"/>
		<updated>2008-10-07T23:46:33Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Forgot Name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can&#039;t think of anywhere else to put this.&lt;br /&gt;
&lt;br /&gt;
A thought occurred to me late last night. I doubt that the Gollop brothers actually went this far, but it&#039;d be interesting to see if there is anything like this in the game.&lt;br /&gt;
&lt;br /&gt;
X-COM units stun alien units to bring them back to base alive, to interrogate them and learn more about the alien threat.&lt;br /&gt;
&lt;br /&gt;
If alien units successfully manage to knock X-COM units unconscious, and either the mission fails or the mission is aborted, leaving the stunned soldiers behind, do the aliens take the stunned units back and interrogate them (using psionics?) to try and learn the location of X-COM bases?&lt;br /&gt;
&lt;br /&gt;
Like I said, I doubt this is in the game but it&#039;d be a damn good thing to have in any remake.  -- [[User:GazChap|GazChap]] 14:54, 1st August 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Moving bodies, and where do you wake up?  ==&lt;br /&gt;
&lt;br /&gt;
I know that stunned units being carried that wake up naturally will wake up next to the person who was carrying the body. But I have this vague recollection that there was some trick where you could move an unconscious body, but it would wake up where it was stunned (i.e waking up at the unit&#039;s last known coordinates, not the coordinates for the item representing the body). I really can&#039;t remember the particulars, but I&#039;ve seen it happen. I&#039;ll have to run a few experiments and see if I can replicate it. Not sure if it can be used as an exploit though. -[[User:NKF|NKF]] 21:33, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
On second though, I can&#039;t seem to replicate it. The experience I had was that I picked up a stunned alien, then did something with it... oh hang on. Now I remember. I moved the body, then blew it up with a grenade. The corpse of the alien instead showed up where I&#039;d originally picked it up. The game must replace the temporary unconscious body (with reference to the live unit) with a new corpse item. Instead, what happened was that the corpse was created at the unitref coordinates (which won&#039;t update when the unconscious body is moved about until it wakes up), not the coordinates of the temporary body item. Yes, that explains my vague recollection! So, no, not useful at all as an exploit. -[[User:NKF|NKF]] 23:10, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Exploitation? ==&lt;br /&gt;
Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation). -[[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
:To be honest, outside of Terror Units, there&#039;s no 1x1 alien that poses any threat if it wakes up from stun.  They&#039;ll have dropped all their weapons and grenades, and the AI has no code to ever pick items up.  Annoying to hunt down, sure, but not dangerous.  If it&#039;s really an issue, if you know an alien has been stunned and you don&#039;t want it to wake up, either pick up all the gear you want and run away, or toss the body into a corner, and then drop a grenade on the body.  Works every time.  (If it&#039;s an alien you want to remain stunned, they probably should be watched by someone anyways, or carried around or back to the dropship.)  If absolutely necessary, you can even revive a stunned alien with use of Stimulants from a [[Medi-Kit]] and then &#039;finish the job.&#039; (Difficult with aliens stunned by [[Small Launcher]]s, but in my experience any alien who knocks himself out with one of those suckers isn&#039;t gonna be waking up any time soon anyways.)   [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 5 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Other than the 1x1 terror units, [[Ethereal]]s and other Psi using aliens can still be threat if they wake up. 4x4 terror units never wake up (bug?). I would never grenade unconscious bodies on purpose. That&#039;s a waste of a $20,000 corpse. They aren&#039;t a threat and aliens that later wake up are useful for experience training when you decide to put them down for the count.--[[User:Brunpal|Brunpal]] 17:28, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Point on the Psi, I considered that after posting, but figured most people can put that piece together.  As I noted, though, if you have Medi-Kits, you can use the Stimulants to wake the alien back up and then blast it then.  As for corpses, yeah, it can be an issue, but really, Laser Cannons are more profitable.  Alien corpses are actually only low-mid level in value of items in a mission; any alien weapon is worth far more(though not the ammo).  Alloys and Elerium also sell for less, but have their own uses.  The Heavy Plasma the alien was probably carrying is worth 8.5 times(9 times if its got a clip) as much as the corpse.  I guess my opinion is that if the only way you can make ends meet in X-COM is by selling alien corpses, you&#039;re doing something wrong.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:15, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Two really quick notes: 1) Chryssalids 2) There&#039;s no purpose in destroying a corpse. Although I take it we&#039;re talking about an unconscious body. -[[User:NKF|NKF]] 23:15, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I did say non-terror units. ;)  Stunned Chryssalids should be grenaded, no question.  Same with stunned Celatids.  Stunned Silacoids aren&#039;t usually a problem, though.  And no, there&#039;s no purpose destroying an already-dead corpse, but if you grenade a stunned alien(instead of killing it after waking it up) there&#039;s no body, and thus no $20,000 corpse to sell.  Although as I said, I don&#039;t think this is a valid reason to not kill a stunned Psi-capable alien, or anyone else you don&#039;t want wandering around behind your lines.  Your financial situation should be healthier than that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:20, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry about his, but this had gone off topic. I wanted to see if an unconscious unti that wakes up in a hand slot could be kept unconscious by placing in your backpack. [[User:Muton commander|Muton commander]] 18:46, 7 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17232</id>
		<title>Talk:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17232"/>
		<updated>2008-10-07T23:46:12Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Exploitation? Real Reason for the Post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can&#039;t think of anywhere else to put this.&lt;br /&gt;
&lt;br /&gt;
A thought occurred to me late last night. I doubt that the Gollop brothers actually went this far, but it&#039;d be interesting to see if there is anything like this in the game.&lt;br /&gt;
&lt;br /&gt;
X-COM units stun alien units to bring them back to base alive, to interrogate them and learn more about the alien threat.&lt;br /&gt;
&lt;br /&gt;
If alien units successfully manage to knock X-COM units unconscious, and either the mission fails or the mission is aborted, leaving the stunned soldiers behind, do the aliens take the stunned units back and interrogate them (using psionics?) to try and learn the location of X-COM bases?&lt;br /&gt;
&lt;br /&gt;
Like I said, I doubt this is in the game but it&#039;d be a damn good thing to have in any remake.  -- [[User:GazChap|GazChap]] 14:54, 1st August 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Moving bodies, and where do you wake up?  ==&lt;br /&gt;
&lt;br /&gt;
I know that stunned units being carried that wake up naturally will wake up next to the person who was carrying the body. But I have this vague recollection that there was some trick where you could move an unconscious body, but it would wake up where it was stunned (i.e waking up at the unit&#039;s last known coordinates, not the coordinates for the item representing the body). I really can&#039;t remember the particulars, but I&#039;ve seen it happen. I&#039;ll have to run a few experiments and see if I can replicate it. Not sure if it can be used as an exploit though. -[[User:NKF|NKF]] 21:33, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
On second though, I can&#039;t seem to replicate it. The experience I had was that I picked up a stunned alien, then did something with it... oh hang on. Now I remember. I moved the body, then blew it up with a grenade. The corpse of the alien instead showed up where I&#039;d originally picked it up. The game must replace the temporary unconscious body (with reference to the live unit) with a new corpse item. Instead, what happened was that the corpse was created at the unitref coordinates (which won&#039;t update when the unconscious body is moved about until it wakes up), not the coordinates of the temporary body item. Yes, that explains my vague recollection! So, no, not useful at all as an exploit. -[[User:NKF|NKF]] 23:10, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Exploitation? ==&lt;br /&gt;
Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation). -[[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
:To be honest, outside of Terror Units, there&#039;s no 1x1 alien that poses any threat if it wakes up from stun.  They&#039;ll have dropped all their weapons and grenades, and the AI has no code to ever pick items up.  Annoying to hunt down, sure, but not dangerous.  If it&#039;s really an issue, if you know an alien has been stunned and you don&#039;t want it to wake up, either pick up all the gear you want and run away, or toss the body into a corner, and then drop a grenade on the body.  Works every time.  (If it&#039;s an alien you want to remain stunned, they probably should be watched by someone anyways, or carried around or back to the dropship.)  If absolutely necessary, you can even revive a stunned alien with use of Stimulants from a [[Medi-Kit]] and then &#039;finish the job.&#039; (Difficult with aliens stunned by [[Small Launcher]]s, but in my experience any alien who knocks himself out with one of those suckers isn&#039;t gonna be waking up any time soon anyways.)   [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 5 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Other than the 1x1 terror units, [[Ethereal]]s and other Psi using aliens can still be threat if they wake up. 4x4 terror units never wake up (bug?). I would never grenade unconscious bodies on purpose. That&#039;s a waste of a $20,000 corpse. They aren&#039;t a threat and aliens that later wake up are useful for experience training when you decide to put them down for the count.--[[User:Brunpal|Brunpal]] 17:28, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Point on the Psi, I considered that after posting, but figured most people can put that piece together.  As I noted, though, if you have Medi-Kits, you can use the Stimulants to wake the alien back up and then blast it then.  As for corpses, yeah, it can be an issue, but really, Laser Cannons are more profitable.  Alien corpses are actually only low-mid level in value of items in a mission; any alien weapon is worth far more(though not the ammo).  Alloys and Elerium also sell for less, but have their own uses.  The Heavy Plasma the alien was probably carrying is worth 8.5 times(9 times if its got a clip) as much as the corpse.  I guess my opinion is that if the only way you can make ends meet in X-COM is by selling alien corpses, you&#039;re doing something wrong.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:15, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Two really quick notes: 1) Chryssalids 2) There&#039;s no purpose in destroying a corpse. Although I take it we&#039;re talking about an unconscious body. -[[User:NKF|NKF]] 23:15, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I did say non-terror units. ;)  Stunned Chryssalids should be grenaded, no question.  Same with stunned Celatids.  Stunned Silacoids aren&#039;t usually a problem, though.  And no, there&#039;s no purpose destroying an already-dead corpse, but if you grenade a stunned alien(instead of killing it after waking it up) there&#039;s no body, and thus no $20,000 corpse to sell.  Although as I said, I don&#039;t think this is a valid reason to not kill a stunned Psi-capable alien, or anyone else you don&#039;t want wandering around behind your lines.  Your financial situation should be healthier than that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:20, 6 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry about his, but this had gone off topic. I wanted to see if an unconscious unti that wakes up in a hand slot could be kept unconscious by placing in your backpack.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17211</id>
		<title>Talk:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Unconscious&amp;diff=17211"/>
		<updated>2008-10-05T23:54:52Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Expoitation?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can&#039;t think of anywhere else to put this.&lt;br /&gt;
&lt;br /&gt;
A thought occurred to me late last night. I doubt that the Gollop brothers actually went this far, but it&#039;d be interesting to see if there is anything like this in the game.&lt;br /&gt;
&lt;br /&gt;
X-COM units stun alien units to bring them back to base alive, to interrogate them and learn more about the alien threat.&lt;br /&gt;
&lt;br /&gt;
If alien units successfully manage to knock X-COM units unconscious, and either the mission fails or the mission is aborted, leaving the stunned soldiers behind, do the aliens take the stunned units back and interrogate them (using psionics?) to try and learn the location of X-COM bases?&lt;br /&gt;
&lt;br /&gt;
Like I said, I doubt this is in the game but it&#039;d be a damn good thing to have in any remake.  -- [[User:GazChap|GazChap]] 14:54, 1st August 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Moving bodies, and where do you wake up?  ==&lt;br /&gt;
&lt;br /&gt;
I know that stunned units being carried that wake up naturally will wake up next to the person who was carrying the body. But I have this vague recollection that there was some trick where you could move an unconscious body, but it would wake up where it was stunned (i.e waking up at the unit&#039;s last known coordinates, not the coordinates for the item representing the body). I really can&#039;t remember the particulars, but I&#039;ve seen it happen. I&#039;ll have to run a few experiments and see if I can replicate it. Not sure if it can be used as an exploit though. -[[User:NKF|NKF]] 21:33, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
On second though, I can&#039;t seem to replicate it. The experience I had was that I picked up a stunned alien, then did something with it... oh hang on. Now I remember. I moved the body, then blew it up with a grenade. The corpse of the alien instead showed up where I&#039;d originally picked it up. The game must replace the temporary unconscious body (with reference to the live unit) with a new corpse item. Instead, what happened was that the corpse was created at the unitref coordinates (which won&#039;t update when the unconscious body is moved about until it wakes up), not the coordinates of the temporary body item. Yes, that explains my vague recollection! So, no, not useful at all as an exploit. -[[User:NKF|NKF]] 23:10, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Exploitation? ==&lt;br /&gt;
Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation).&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Thermic_Lance&amp;diff=17166</id>
		<title>Talk:Heavy Thermic Lance</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_Thermic_Lance&amp;diff=17166"/>
		<updated>2008-10-03T03:08:31Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NKF, you win.  Your description made me laugh twice. [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:38, 13 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Technically I&#039;m borrowing ideas I&#039;ve read elsewhere - or think I&#039;ve read. Still, I almost couldn&#039;t complete it. I was laughing my own head off while writing it... -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Hey Spike, you might want to place a warning about weight on the drill articles. It got me screwed more times than I can remember. [[User:Muton commander|Muton commander]] 22:08, 2 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Where_to_Get_the_Games&amp;diff=17159</id>
		<title>Talk:Where to Get the Games</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Where_to_Get_the_Games&amp;diff=17159"/>
		<updated>2008-10-02T22:46:00Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: New page: Thank you Spike for creating tthis new page. It will help immensely with any steam hubbub. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thank you Spike for creating tthis new page. It will help immensely with any steam hubbub. [[User:Muton commander|Muton commander]] 17:46, 2 October 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17116</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=17116"/>
		<updated>2008-10-02T04:52:27Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: N/A&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Muton Commander====&lt;br /&gt;
&lt;br /&gt;
I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
&lt;br /&gt;
I opperate as [X-COM] 40kplayer on Steam.&lt;br /&gt;
&lt;br /&gt;
===Sumary of Campaign===&lt;br /&gt;
- TODO&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sightings_in_other_fandoms&amp;diff=17115</id>
		<title>Talk:Sightings in other fandoms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sightings_in_other_fandoms&amp;diff=17115"/>
		<updated>2008-10-02T04:51:33Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Steam and Vavle outsourcing?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Civilization II the SETI Program wonder indeed did have a sectoid ( or a Grey ) in it&#039;s presentation video, but if I remember correctly it wasn&#039;t an X-COM sectoid, just a generic Grey because of the &amp;quot;familiar face&amp;quot; to most people.&lt;br /&gt;
&lt;br /&gt;
And I bet it wasn&#039;t meant as a hostile little devil from the stars, but as potential peaceful first-contact with extraterrestial intelligence.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 00:41, 19 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Didn&#039;t remember they used the ACTUAL X-COM sectoids... My bad.&lt;br /&gt;
&lt;br /&gt;
:--[[User:Karpatius|Karp]] 21:47, 19 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
You weren&#039;t the first to question it. ;) &lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:46, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I wonder what the 50&#039;s or 60&#039;s, or even earlier, style UFO-series loosely based on X-COM is like...?&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 03:32, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
====Steam====&lt;br /&gt;
Probably we should create a new page for Steam on this wiki. Also, we could even get support from Valve now and start adding mods onto steam. This would help tremendously, but might remove the original purpose of the game. It will turn it into a easier game, with super heavy lasers (no offense Seb) and the like. This would increase X-COM&#039;s rep, but lower its individuality. Still, this is a decision for the Admins to make, certainly not us.&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sonic_Pulser&amp;diff=17103</id>
		<title>Talk:Sonic Pulser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sonic_Pulser&amp;diff=17103"/>
		<updated>2008-10-01T04:03:15Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Suicide Rookie with NINE Sonic Pulsers?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Suicide Rookie====&lt;br /&gt;
Has anyone ever used all nine sonic pulsers in the backpack as a death-switch bomb? The results would be terrifying, even if they all detonated at the lowest strength (60 HE is still a lot for an aquatoid or gillman, and that&#039;s only one pulser). I could imagine if someone edited the byte offsets for troop cost and pulser materials (0 Zrbite and $200 or so), this would be a very deadly tactic. [[User:Muton commander|Muton commander]] 23:03, 30 September 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=17037</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=17037"/>
		<updated>2008-09-22T18:59:13Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Name &amp;amp; Date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
&lt;br /&gt;
: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
&lt;br /&gt;
And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===X-COM COMMANDERS===&lt;br /&gt;
I have created a new clan on Valve&#039;s Steam pertaining to X-COM. It is called X-COM Commanders. Just join it (it is a public group), and add [X-COM] to your Steam ID. Sorry if this breaks the wiki&#039;s rules, just tell me if it does. [[User:Muton commander|Muton commander]] 11:59, 22 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=17036</id>
		<title>Talk:X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:X-COM&amp;diff=17036"/>
		<updated>2008-09-22T18:58:23Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Changes in Steam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn&#039;t this page be named &amp;quot;X-Com&amp;quot; instead of &amp;quot;X-COM&amp;quot;?--[[User:Ethereal Cereal|Ethereal Cereal]] 19:55, 13 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Technically, X-COM in caps is the correct form. At least, that is how it is shown in the manuals, boxes and liturature. ;)--[[User:Zombie|Zombie]]&lt;br /&gt;
&lt;br /&gt;
:You know, I think I checked that at one point and confirmed it was &#039;X-COM&#039;, but I&#039;ve seen it typed so many ways I can&#039;t even remember anymore.  Even in-game it&#039;s spelled &amp;quot;XCom&amp;quot;... but I&#039;ll go with X-COM as the official spelling.--[[User:Ethereal Cereal|Ethereal Cereal]] 15:43, 14 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: In UFO, it was originally XCOM, no hyphen. Then the later games came along and introduced the hyphen and somehow we ended up using it in sentence case. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::: NKF, you mean the original European release, right? I have the US release (X-COM: UFO Defense box (c)1994 with floppies) and it looks just like the pic seen [http://en.wikipedia.org/wiki/X-COM:_UFO_Defense here]. Everywhere in the manual says &amp;quot;X-COM&amp;quot;, including in sentences (not just titles). So by &amp;quot;later games&amp;quot; you include the US release eh? FWIW I used to type it various ways in this wiki in the past, but now just use X-COM. --[[User:MikeTheRed|MikeTheRed]] 07:37, 15 October 2006 (PDT)&lt;br /&gt;
:::: I was referring more to in-game usage. &#039;X-Com&#039; is rarely used in the game, when you think about it. Speaking of covers, do we have scans or images of both of the original covers? They&#039;d be nice to have up here for comparison. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:::::In game for the Powerplus edition I get XCom in game (like on the graphs for XCom Activity in the graphs) and occasionally XCOM (for XCOM AGENTS LOST, buts its all in caps so that doesnt say much). Its XCom throughout the manual that I can see as well, so seems fairly consistent for that version at least. Still the graphic in the top right is X-COM, so its probably best to keep consistent with that as various variants are used at times. --[[User:Sfnhltb|Sfnhltb]] 14:12, 7 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==What to name articles?==&lt;br /&gt;
Do we name everything specifically about the first game as Whatnot (UFO Defense) or Whatnot (Enemy Unknown) or just Whatnot hoping there&#039;s no collision? [[User:Heckruler|Heckruler]] 13:11, 30 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hiya Heck, and welcome.&lt;br /&gt;
&lt;br /&gt;
Good question. :) Seriously... originally the Main Page was smaller, and all the big &amp;quot;leading pages&amp;quot; appearing on it had (Game Name) in parentheses... and then there were a ton of &amp;quot;smaller&amp;quot; pages without the parens, past those leading pages. But later the Main Page got highly re-organized so that a lot more info could be found at once, and a bunch of the smaller pages (without parens) appeared there. So it&#039;s a mix, now.&lt;br /&gt;
&lt;br /&gt;
Also I think that part of the original idea was that many of the various X-COM games would all have their individual pages and thus need the parens... but since many aspects are the same across games, that didn&#039;t really come about. (Why repeat something practically identical?)&lt;br /&gt;
&lt;br /&gt;
The upshot - at least for me - being, you don&#039;t &#039;&#039;&#039;need&#039;&#039;&#039; to add (Game) unless you are making a point of it, such as if you are specifically making a topic for one game, when a topic of the same name also exists for another one of the X-COM games. But although you rarely &#039;&#039;have&#039;&#039; to do it, you can always do it simply if you want, shrug.&lt;br /&gt;
&lt;br /&gt;
That&#039;s my two cents. Why not give it another couple of days to see if anybody else chimes in. Our usual rule here is, it&#039;s a democracy unless somebody presents a real convincing argument &#039;&#039;or&#039;&#039; wants to put in the effort to effect a change, assuming no one objects. :P&lt;br /&gt;
&lt;br /&gt;
BTW you don&#039;t really need to worry about collisions; you can readily see if a page exists just by monkeying with the URL. If there is one and it is indeed on your topic, just add to it. If it&#039;s the same name but you mean something different, probably you should slightly change the name you want to give to yours so that you make a new page. Clear as mud?&lt;br /&gt;
&lt;br /&gt;
Welcome again! - [[User:MikeTheRed|MikeTheRed]] 16:24, 30 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
We didn&#039;t really have any proper naming conventions at first, but things have evolved since then. UFO was the core title that the wiki started on, we added the other games as we went along. If you spot any articles that have (UFO Defense) or (Enemy Unknown) in them, feel free to rename them and repair the wikilink that points to it. &lt;br /&gt;
&lt;br /&gt;
Anyhow, this is how I see where we are at: &lt;br /&gt;
&lt;br /&gt;
UFO - no title required. &lt;br /&gt;
&lt;br /&gt;
TFTD - only topics specific to TFTD need to be labelled, otherwise it piggybacks on UFOs topics to a T. &lt;br /&gt;
&lt;br /&gt;
Every other title in the series including fan-made games like UFO2000 must be labelled to avoid ambiguity.  &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
: Works for me. Thanks for the clarification, NKF. I probably should&#039;ve just waited until you spoke. :P - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:: That&#039;s only how I see it and how I&#039;ve been operating. There&#039;s no real general consensus on how it should work. Just use your discretion when deciding. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:::Maybe it should be better to adopt a formal style for page naming by voting or whatever and then post it on a special page available on the left Navigation menu named Style or something (including all other formatting issues). [[User:Hobbes|Hobbes]] 18:57, 31 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, I vote for it. UFO is the main focus, (and what everything spawns off of), tftd isn&#039;t really a different game (except where noted), and everything else is simply everything else.[[User:Heckruler|Heckruler]] 15:55, 2 February 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
A long time ago, in a place not so far away, there were many pages on this site which were a conglomeration of both EU and TFTD info. In an effort to separate the two, some pages were split and renamed. I remember renaming a few of those pages with &amp;quot;UFO Defense or &amp;quot;TFTD&amp;quot;: it&#039;s my analytical brain at work at keeping things separate. Suppose we really don&#039;t need the &amp;quot;UFO Defense&amp;quot; in EU page names if the extension is assumed to be understood. GazChap started the &amp;quot;UFO Defense&amp;quot; naming convention and most of us just followed what he did. &lt;br /&gt;
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(BTW, I sent GazChap an email way back in November but haven&#039;t received a reply yet. I know he&#039;s been having some personal problems and went through a messy divorce, so these could be playing a role). I&#039;ll try sending another email to get his views on the naming conventions, but make no promises. In the mean-time, I suggest we follow standard wiki protocol. Since the quorum has spoken, we&#039;ll shoot first and ask questions later.&lt;br /&gt;
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What really needs to be standardized is the Terror From The Deep page names. I&#039;d much rather we use &amp;quot;TFTD&amp;quot; instead of &amp;quot;Tftd&amp;quot; (hence why I use that abbreviation exclusively). Me thinks it&#039;s time to rename so that all the Terror From The Deep pages have the &amp;quot;TFTD&amp;quot; extension. I&#039;ll probably have some time tomorrow (finally), so I&#039;ll get to work renaming.&lt;br /&gt;
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Sound like a plan guys? --[[User:Zombie|Zombie]] 20:24, 31 January 2007 (PST)&lt;br /&gt;
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:Works for me, Z. A Style page wouldn&#039;t hurt either, Hobbes. - [[User:MikeTheRed|MikeTheRed]] 20:39, 31 January 2007 (PST)&lt;br /&gt;
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:: Who in their right mind types Tftd? Rolls eyes and somesuch. For all I know, it&#039;s been me. a-heh. Um. Anyway, then there&#039;s Apocalypse. I lean towards using (Apoc) myself, but should it be full or abbreviated? &lt;br /&gt;
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:: We do have a [[Guidelines to writing articles]] section - but I suppose a separate style guide is worth having. Will keep things standard. Under the [[UFOpaedia:Community Portal|Community Portal]], I&#039;ll add it and a stub link for an index of transclusion templates that we use. I think it would come in handy, as we&#039;ve created a small but useful selection of templates. This is also an excuse to remove my map kit from the main UFO listing - it&#039;s not really related to the game as such. - [[User:NKF|NKF]]&lt;br /&gt;
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Apoc in the abbreviated form will be the standard. It&#039;s a lot easier to type.&lt;br /&gt;
: For shame! Wikis are should be for everyone, not just the creators. Spell it out, least we have idiots asking for XCOM Apoxy, the all-glue-based-attacks tactical squad-based combat game. You know they&#039;re out there. [[User:Heckruler|Heckruler]]&lt;br /&gt;
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:: We aren&#039;t technically the creators. Just the regular contributors. A bit here, a bit there, and suddenly we&#039;ve made a grandfather&#039;s axe. And you&#039;re right, it should be for everyone. I wish they knew that. Still, no rush. The Apocalypse, Interceptor and Enforcer sections are bare-bones at the moment, and the two that we do have a lot of articles on work well with less than 4 character abbreviations. Plenty of time to mess up later. Heh. -[[User:NKF|NKF]] &lt;br /&gt;
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Anywho, you guys probably saw I went to town standardizing the naming for EU. That was a ton of work, but I think I got most (if not all) of them taken care of. There are a couple categories with the (UFO Defense) ending, but seeing as I can&#039;t move them (only delete) we might have to do a cut-n-paste job to &#039;&#039;&#039;get &#039;er done&#039;&#039;&#039;. That&#039;s all I can possibly do today, but if I get some time between tomorrow and the weekend I&#039;ll work on the TFTD section next. --[[User:Zombie|Zombie]] 19:31, 1 February 2007 (PST)&lt;br /&gt;
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:Personally I would suggest that only articles that collide and are not basically identical (although that potentially includes links within the article going to different areas for different games) need extra in the title to differentiate them. So Large Sonar, not Large Sonar (TFTD), but it would link back to Base Facilities (TFTD) because that is common to at least that and and UFO. Base Facilities should probably then be a disambiguation page that points to both Base Facilities (TFTD) and Base Facilities (UFO) and then someone would need to ensure nothing points to the disambiguation pages created. --[[User:Sfnhltb|Sfnhltb]] 08:26, 7 March 2007 (PST)&lt;br /&gt;
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== Game Files Category ==&lt;br /&gt;
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Well I started in on giving all the related articles on game files the category tag, and it soon become a long winded effort. Got to looking around and I found a nice bot [http://meta.wikimedia.org/wiki/Pywikipedia Pywikipedia]. Once I figured it out adding that one line to the end was a breeze. If you guys have some tedious tasks or what not I can see if I can write a script to do them and run this. &lt;br /&gt;
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It&#039;s built in to wait a few seconds or so between edits, so it shouldn&#039;t spam the server with requests. On a side note, do you think I should register an account for this bot, right now I just had it use my user name. Also I&#039;m not sure how to flag edits as &#039;bot&#039;, this site has the capability but I&#039;d have look into documentation on it.&lt;br /&gt;
[[User:Pi Masta|Pi Masta]] 17:45, 7 February 2007 (PST)&lt;br /&gt;
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== Intro text ==&lt;br /&gt;
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I made some slight modications to the intro text, one thing to note is that it is basically a direct copy of one of the manual pages (the Introduction, unsurprisingly). Maybe it would fit under fair use, but its on the borderline at least, although its very unlikely the copyright holder would be bothered by it as we are effectively promoting one of the pieces of software, so they are likely to be fairly flexible. Something to be aware of though. --[[User:Sfnhltb|Sfnhltb]] 08:29, 7 March 2007 (PST)&lt;br /&gt;
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== Steam ==&lt;br /&gt;
Can someone test to see if the version of X-COM on Steam is effected by all of the exploits/errors? It comes with DOSBOX, so i am assuming it is effected by all the DOS problems.&lt;br /&gt;
Thanks! [[User:Muton commander|Muton commander]] 11:58, 22 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=17035</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=17035"/>
		<updated>2008-09-22T18:48:20Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: New Steam Clan&lt;/p&gt;
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&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
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: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
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:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
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Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
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:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
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Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
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And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
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===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
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:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
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::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;br /&gt;
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===X-COM COMMANDERS===&lt;br /&gt;
I have created a new clan on Valve&#039;s Steam pertaining to X-COM. It is called X-COM Commanders. Just join it (it is a public group), and add [X-COM] to your Steam ID. Sorry if this breaks the wiki&#039;s rules, just tell me if it does&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=16882</id>
		<title>User:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Muton_commander&amp;diff=16882"/>
		<updated>2008-09-10T00:20:51Z</updated>

		<summary type="html">&lt;p&gt;Muton commander: Fiction element removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Muton Commander===&lt;br /&gt;
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I chose this name because it reminds me of &amp;quot;Mr. Angry Redsuit&amp;quot;, as this wiki mentions him. So yes, I am a brutish, impatient, flesh-eating, plasma launching muton.&lt;br /&gt;
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If you don&#039;t like mutons, then you shouldn&#039;t be reading this wiki user&#039;s page.&lt;br /&gt;
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===Sumary of Campaign===&lt;br /&gt;
- TODO&lt;/div&gt;</summary>
		<author><name>Muton commander</name></author>
	</entry>
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