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	<updated>2026-05-01T04:32:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Marsec_Proximity_Mine&amp;diff=15137</id>
		<title>Marsec Proximity Mine</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Marsec_Proximity_Mine&amp;diff=15137"/>
		<updated>2008-04-24T03:02:05Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Proximity Mine is similar in function to the original [[Proximity Grenade]]. Left-clicking on the mine will allow agents to set the timer and detection radius, while right-clicking will set the mine to detonate on impact like a standard grenade. When setting the proximity field, 1.5m detonates the mine when a unit moves directly onto it, and each additional 1.5m increases the range by one tile. The detection range seems to be limited to 4.5m.&lt;br /&gt;
&lt;br /&gt;
As with any other explosives, the proximity mine can be &#039;&#039;upgraded&#039;&#039; by littering other munitions around the mine for extra effects or simply for a much bigger punch. Be aware, however, that additional munitions cannot be relied on to detonate all the time, and multiple area-effect munitions of the same time will not compound their effect &amp;amp;mdash; basically no more than one of each damage type at a time. Additional munitions will be wiped out and will not go off.&lt;br /&gt;
&lt;br /&gt;
A minor additional trick that the proximity mine can perform is to increase the detection range of a [[Boomeroid]]. Normally the Boomeroid stops at 10.5m while the proximity mine can be set to a maximum of 12m. To increase the Boomeroid&#039;s range to 12m, first open the proximity mine&#039;s interface, set it to maximum range and cancel the arming process. Proceed to arm the boomeroid as normal.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:ProxMine (UFOpaedia).png|frame|Proximity Mine]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:ProxMine.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 × 1&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Power: 75&lt;br /&gt;
* Damage Type: Explosive&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Manufacturer: Marsec&lt;br /&gt;
* Base Price: $300&lt;br /&gt;
* Minimum Weekly Stock: 10&lt;br /&gt;
* Maximum Weekly Stock: 30&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A powerful explosive that will detonate when a sizable moving object moves within its detection field. The range of the proximity field can be programmed.&amp;quot;&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=15136</id>
		<title>Laser Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=15136"/>
		<updated>2008-04-24T02:57:02Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laser Pistol is the first weapon in X-COM&#039;s laser weapon series, researched prior to the [[Laser Rifle]]. Like all lasers, the Laser Pistol features an efficient miniature power plant built into the gun that provides limitless firepower for the duration of any ground skirmish.&lt;br /&gt;
&lt;br /&gt;
Despite being a considerable step up over ballistic firearms, the laser pistol is unfortunately highly inadequate for precision attacks. Even crack marksmen have trouble hitting their mark with Laser Pistols.&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol&#039;s effectiveness does not stem from its accuracy or its moderate stopping power. Instead, it excels by superceding every other weapon as being the fastest automatic-fire weapon available, be it of human or alien origin.&lt;br /&gt;
&lt;br /&gt;
To cast the Laser Pistol in a better light, X-COM commanders are recommended to think of the laser pistol as the &#039;&#039;machine gun&#039;&#039; of the laser family instead of merely being a weaker variant of the Laser Rifle.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS05.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 46 Laser&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 7&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  25% (Accuracy 28%)&lt;br /&gt;
**Snap:  20% (Accuracy 40%)&lt;br /&gt;
**Aimed: 55% (Accuracy 68%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $8,000 for parts, 300 Engineer Hours&lt;br /&gt;
*Sell Price: $20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol excels primarily with two modes of attack &amp;amp;mdash; attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. &lt;br /&gt;
&lt;br /&gt;
Early in a campaign, the Laser Pistol are much more effective at defeating enemy [[Cyberdisk]]s than conventional [[Pistol]]s or [[Rifle]]s. &lt;br /&gt;
&lt;br /&gt;
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour. &lt;br /&gt;
&lt;br /&gt;
Laser Pistols are recommended for soldiers with specialised roles such as grenadiers, heavy weapon specialists or scouts, to name a few. New recruits can employ the Laser Pistols to good effect as short range combat weapons, or, like the standard [[Pistol]], use it as a tool for training both firing accuracy and reactions at the same time. Veterans, on the other hand, can wield Laser Pistols with alarming efficiency.&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed: 1 Shot, 45% Remaining TUs &lt;br /&gt;
* Snap: 5 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 4 Bursts (12 Shots), 0% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Pistol Warning ==&lt;br /&gt;
&lt;br /&gt;
This note covers the regulation [[Pistol]], Laser Pistol and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistols-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. In addition to that, there is  also a rather unusual culture amongst [[X-COM]] troops regarding pistol-type weapon distribution in general. Sometimes everyone gets the weapons, as normal. At other times, only one person will be armed with the pistol and will be carrying all the clips if applicable. This can prove to be a minor annoyance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=15134</id>
		<title>Throwing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=15134"/>
		<updated>2008-04-24T02:49:27Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy is one of the simplest skills in the game and only performs one task. It controls how well a soldier is able to actually hit the target tile with a thrown object. Nothing much else. &lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy works in conjunction with [[Strength]], where one controls the accuracy of the throw, the other controls the range of the throw depending on the weight of the object. &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 50 and 80.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Throwing Accuracy points are awarded (at end of combat) depending on how many times you &#039;&#039;&#039;throw&#039;&#039;&#039; objects. (How obtuse is that?) If your throw misses its intended target/square, it still counts as a throw.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you make at least 3 throws, and an average of 4 (range 2-6) for 11 or more. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of throws. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. Note that unlike any other [[Experience#Primary_Stats|primary skill]], throwing does not trigger an increase in secondary skills (TUs, Health, Strength, Energy). That would&#039;ve been too easy!&lt;br /&gt;
&lt;br /&gt;
All in all, few people bother much with this skill. But if you&#039;re interested in it, note that the maximum gain for minimum personal (real world) time spent, would be to have your soldiers throw 3 things each mission. Probably just before ending a mission.&lt;br /&gt;
&lt;br /&gt;
Note that throwing live [[grenade]]s gives you both Throwing and [[Firing Accuracy]] skill increases as long as enemies are caught in the blast.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Throwing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Throwing Accuracy (if they&#039;re really lucky &amp;amp;mdash; and dedicated as hell to chucking stuff!!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Throwing Accuracy is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Wounds: -10% per wound up to but not beyond -90%.&lt;br /&gt;
* The percentage of remaining health: Throwing Accuracy &amp;amp;times; (max health &amp;amp;ndash; current health) / (max health)&lt;br /&gt;
&lt;br /&gt;
==Throwing Distance==&lt;br /&gt;
&lt;br /&gt;
While not exactly Throwing &#039;&#039;Accuracy&#039;&#039;, this is as a good a place as any for this:&lt;br /&gt;
&lt;br /&gt;
 Throwing Distance roughly = 2.5 &amp;amp;times; Strength / Weight&lt;br /&gt;
&lt;br /&gt;
So, [[Strength]] directly affects throwing distance (range). Refer to the handy list of [[Item Weight]]s for weight information. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2.5&amp;quot; appears to vary from ~ 2.1 to 3.3 and/or there is some other variable not yet understood.&lt;br /&gt;
&lt;br /&gt;
When weapons are tossed, the weight of the ammo (if loaded) is not counted. (But weight from loaded ammo does otherwise count for [[TU#Encumbrance|weighing down]] a soldier carrying the weapon.)&lt;br /&gt;
&lt;br /&gt;
As NKF points out, the throw always travels in an arc. Sometimes this arc is blocked by Skyranger wings, overhanging trees, ceilings, or even the 4-level-high virtual ceiling of the Battlescape itself. This results in the message &amp;quot;&#039;&#039;&#039;Can&#039;t throw here!&#039;&#039;&#039;&amp;quot; even when the line of sight is clear.  &lt;br /&gt;
&lt;br /&gt;
Kneeling allows you to throw farther under ceilings, increasing this distance slightly.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Strength]]&lt;br /&gt;
*[[Item Weight]]s&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defence_Systems&amp;diff=15133</id>
		<title>Base Defence Systems</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defence_Systems&amp;diff=15133"/>
		<updated>2008-04-24T02:44:50Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aliens will soon start finding &amp;amp;mdash; and attacking &amp;amp;mdash; your bases. At your disposal are a number of measures you can use to prevent [[Base Defense|these attacks]] from taking place.&lt;br /&gt;
&lt;br /&gt;
If you have enough space and don&#039;t mind building them, [[Missile Defences]] are the most cost-effective of the defensive base facilities.  The odds of penetrating 12 missiles and a [[Grav Shield|grav shield]] are 30 to 1.  On average, 30 battleships will be destroyed before one gets through.  Such a system costs $3.7 million.  For the same price, 3 [[Fusion Ball Defences|fusion ball defenses]] with a grav shield will offer only 9 to 1 protection.  Each additional missile multiplies your base&#039;s longevity by about 2.4, while each additional fusion ball multiplies it by about 10.4.  Fusion Balls are more compact, however.  Plasmas and lasers are completely outclassed by missiles.&lt;br /&gt;
&lt;br /&gt;
Once aliens have found your base, they will continue to attack it until one of their craft make it past your defensive measures, and the crew are beaten inside the base. Once this happens, they will have to locate the base again before resuming attacks. The base defense screen is boring and gets repetitive quickly, so many players opt to not pay maintenance on defensive measures and simply allow the aliens to land. Given the advantages you have when fighting in your own base (where you have a very good idea of where the alien units will begin and what the layout is), and the fact that an alien commander is always present for you to capture, having aliens arrive could be considered more of a bonus than anything.&lt;br /&gt;
&lt;br /&gt;
To minimize the chance of your bases being found, it is advisable to quickly shoot down any Scout ships on a [[Alien Missions#Alien Retaliation|Retaliation]] mission.  You will need a [[Hyper-Wave Decoder]] to know what type of mission the ship is on.  A [[Battleship]] may show up later, but if the Scout failed to find your base, the Battleship will not know where it is either.  If the Battleship heads directly towards your base at top speed, you have been discovered, and you must fight.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;optimal&amp;quot; base defense system might simply be a [[Mind Shield]] (to prevent aliens from attacking in the first place) and a well armed legion of soldiers (to kick them out when they do). [[Heavy Weapons Platforms|HWP]] units are valuable for base defense (as they don&#039;t have to worry about [[Psionics|psi attacks]]), but need to be accompanied by soldiers, or attacking aliens will destroy your base by default.  Defending your bases is particularly easy if you have adopted a proper [[Base Layout Strategy|base layout strategy]].&lt;br /&gt;
&lt;br /&gt;
Make sure you sell off excess items from your bases&#039; [[General Stores]] periodically, to avoid the [[Known_Bugs#80-item_Limit|80-Item Limit]] bug.  Many base-defense squads have found themselves armed with 80 [[Heavy Plasma]]s and not a single clip.  Keeping ammo-free [[Laser Rifle]]s and [[Heavy Weapons Platforms|HWPs]] on hand can reduce this problem, as they are at the top of the inventory list and are distributed first.&lt;br /&gt;
&lt;br /&gt;
== Active Defense Facilities==&lt;br /&gt;
&lt;br /&gt;
* [[Missile Defences]]&lt;br /&gt;
* [[Laser Defences]]&lt;br /&gt;
* [[Plasma Defences]]&lt;br /&gt;
* [[Fusion Ball Defences]]&lt;br /&gt;
&lt;br /&gt;
==Passive Defense Facilities==&lt;br /&gt;
&lt;br /&gt;
* [[Mind Shield]]&lt;br /&gt;
* [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
==Quick Reference==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;75%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Structure&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Construction Cost&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Maintenence Cost&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Construction Time&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Missile Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$200,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Laser Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$400,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$10,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Plasma Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$12,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;900&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fusion Defenses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$800,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$14,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Mind Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,300,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;33 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Grav Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,200,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$15,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38 days&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Base Defense]]&lt;br /&gt;
*[[Base Layout Strategy]]&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=15132</id>
		<title>Hovertank/Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hovertank/Launcher&amp;diff=15132"/>
		<updated>2008-04-23T13:44:38Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:BIGOBS43.GIF|right|thumb|64 px|Tank Turret]]&lt;br /&gt;
The launcher hovertank leverages off Firestorm technology and vehicle-mounted blaster weapons to provide a small, airborne weapons platform of unsurpassed mobility.&lt;br /&gt;
&lt;br /&gt;
The hovertank is superior in both armor and agility to the standard tracked chassis, while mounting a blaster launcher in the turret.  In addition to its ability to hover, it can move over 50% faster than tracked tanks.  The hovertank chassis&#039;s armor is stronger than the standard tank&#039;s, and more uniformly distributed.  In fact, there is only one weak point on the chassis &amp;amp;mdash; its underside &amp;amp;mdash; and even this weak spot is more resilient than the main armor of the standard tank.&lt;br /&gt;
&lt;br /&gt;
The blaster provides powerful fire support that is absolutely immune to psionic attack, and carries 8 shots &amp;amp;mdash; much more than a trooper can normally carry.  In addition, the automatic ammunition feed on the launcher precludes awkward reloading operations.  However, the weapon has its drawbacks. &lt;br /&gt;
&lt;br /&gt;
A standard blaster launcher, ammunition and a feed system are too large to fit on the diminutive HWP chassis, so specialized, smaller shells have to be used.  These miniaturized blasters are significantly less powerful &amp;amp;mdash; 140 vs. 200 for a standard blaster &amp;amp;mdash; while at the same time more expensive and labor-intensive to produce.  Standard blaster rounds &#039;&#039;&#039;cannot&#039;&#039;&#039; be used, and the commander must ensure that he has a full load-out of ammunition on hand, otherwise the tank will not deploy.&lt;br /&gt;
&lt;br /&gt;
Due to its diminished damage rating, the hovertank&#039;s blaster rounds cannot be used to penetrate UFO outer hulls.  In fact, most UFO inner walls cannot be penetrated by a tank&#039;s blaster either &amp;amp;mdash; although certain wall types exhibit special vulnerabilities.  See [[Destroying Terrain]] for more details.&lt;br /&gt;
&lt;br /&gt;
In spite of these factors, the hovertank/launcher sees wide use, if not quite as widespread as the hovertank/plasma. To commanders without psionic research capability, the weapon can be a godsend.    &lt;br /&gt;
&lt;br /&gt;
Like all tanks, its larger size precludes it from moving into confined spaces.  However, the blaster&#039;s guidance system allows it to direct fire to areas otherwise inaccessible to HWP&#039;s.&lt;br /&gt;
&lt;br /&gt;
The research requirements of the tank mean that, by the time the hovertank becomes available, commanders will typically have access to high-tech armor and alien weapons, making the hovertank less competitive with well-equipped soldiers.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Manufacture only.  $900,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Manufacturing Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1400 Engineer hours, 25 Elerium-115 and 8 Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Research Requirements:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;New Fighter Craft, Fusion Ball Launcher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hover Tank Stats}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}}&lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &#039;&#039;&#039;Fusion Turret Specifications&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; {{stdTable Sub Heading}} | &#039;&#039;&#039;Ammunition&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Type || &#039;&#039;&#039;HWP Fusion Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Damage || &#039;&#039;&#039;140 High Explosive&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rounds || &#039;&#039;&#039;8&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Manufacture Price || &#039;&#039;&#039;$15,000&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;padding-right:5px;&amp;quot; | Manufacture Requirements &lt;br /&gt;
| style = &amp;quot;padding-right:5px;&amp;quot; Colspan = &amp;quot;2&amp;quot; | &#039;&#039;&#039;400 Engineer hours, 5 Elerium-115, 8 Alien Alloys&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sale Price || &#039;&#039;&#039;$31,500&#039;&#039;&#039;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Firing Modes&#039;&#039;&#039; &lt;br /&gt;
| Accuracy&lt;br /&gt;
| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Aimed &lt;br /&gt;
| &#039;&#039;&#039;100%&#039;&#039;&#039;(n/a) &lt;br /&gt;
| &#039;&#039;&#039;66%&#039;&#039;&#039;(66) &lt;br /&gt;
|-&lt;br /&gt;
| Snap || &#039;&#039;&#039;n/a&#039;&#039;&#039; || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| Auto || &#039;&#039;&#039;n/a&#039;&#039;&#039; || &#039;&#039;&#039;n/a&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|- &lt;br /&gt;
| colspan = &amp;quot;3&amp;quot; | &amp;lt;small&amp;gt;Numbers in parenthesis are the actual values after modified by the chassis&#039; abilities. &amp;lt;br /&amp;gt;Actual costs are in fixed [[TU|Time Unit]]s&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The hovertank/launcher is a good unit for base defense.  First of all, any tank present on a base defense mission gets a free load of ammunition.  Secondly, its combination of high firepower and psionic immunity are a huge boost to garrison-quality troops.&lt;br /&gt;
*Unlike a man-portable [[Blaster Launcher]], the tank&#039;s blaster is incapable of penetrating the outer hull of an alien craft.&lt;br /&gt;
*We&#039;re not kidding about the HWP blaster shells being expensive to produce.  The elerium and man-hour requirement for a full load of shells mean that you should only rely on them when you have no other choice, or when you have a massive surplus of resources.&lt;br /&gt;
*The hovertank, like all flying units, can avoid physical attacks like the [[Chryssalid]]&#039;s or [[Reaper]]&#039;s by staying above ground level.&lt;br /&gt;
*Due to its thick side armour and resistance to explosives, the hovertank/launcher has little to fear from its own weapon.  As long as the tank is at least 2 squares away from the centre of the explosion, it will not be damaged.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Template:Hover Tank Stats|Hover Tank Stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Custom_Maps_(UFO2000)&amp;diff=15131</id>
		<title>Custom Maps (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Custom_Maps_(UFO2000)&amp;diff=15131"/>
		<updated>2008-04-23T13:38:44Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* UFO2000 and X-COM terrain file formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== Terrain Requirements ===&lt;br /&gt;
&lt;br /&gt;
Each UFO2000 terrain (such as Moon Base) requires 3 elements: &lt;br /&gt;
*Tileset(s) (collection of tiles, which are the ground, walls and objects) &lt;br /&gt;
**A tileset requires both images and code to determine their game characteristics&lt;br /&gt;
*Maps (the individual blocks that form the battlescape)&lt;br /&gt;
*Code for battlescape generation (written in .lua language)&lt;br /&gt;
&lt;br /&gt;
=== UFO2000 and X-COM terrain file formats ===&lt;br /&gt;
&lt;br /&gt;
There are 2 types of file formats for the tile and map files required. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Terrain&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Tileset images&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Tileset code&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Map files&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;B. Generator code&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO2000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.PNG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;	&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-COM (UFO/TFTD&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.PCK/.TAB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.MCD&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.MAP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The UFO2000 format, which uses .LUA and .PNG files. &lt;br /&gt;
* The original X-COM format, with .MCD, .PCK, .TAB and .MAP file formats. WARNING: If using the X-COM format there are several size limitations that apply:&lt;br /&gt;
** There&#039;s a maximum limit of 253 tiles usable, due to .MAP file restrictions&lt;br /&gt;
** Images have to use the UFO or TFTD colors palettes and be converted to .PCK files.&lt;br /&gt;
* The formats are interchangeable, i.e., a terrain can have its maps with the .MAP format while the tiles come in a .LUA and a .PNG file.&lt;br /&gt;
* A tile is composed of two assigned elements: its image and physical properties on Battlescape. The images are organized into .PNG format file(s) (or .PCK/.TAB), while the code for its physical properties uses a .LUA format file (or .MCD).&lt;br /&gt;
* Tiles are organized into tilesets, named after the terrain (e.g. moonbase) or the images it contains (e.g. roads, urbits, urban, frniture). &lt;br /&gt;
* The battlescape code always comes in a .LUA file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Terrain&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Tileset images&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Tileset code&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Map files&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;B. Generator code&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;City &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.PCK/.TAB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.MCD&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.MAP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Moonbase&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.PNG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.MAP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Future terrains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.PNG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;.LUA&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tileset and Battle Generator code can be included on the same .lua file.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terrain Concepts ===&lt;br /&gt;
&lt;br /&gt;
* The layout of the battlescape is composed from several maps, and a map consists of individual 3D cells, with the size of 16x16x24 pixels.  &lt;br /&gt;
* Each individual map 3D cell is made of tiles, which are interactive terrain items, such as walls, doors, ladders, lifts, etc. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tiles ==&lt;br /&gt;
&lt;br /&gt;
Tiles are organized into tilesets and there are 4 types of tiles:&lt;br /&gt;
*Ground (floors, roofs, lifts, etc.)&lt;br /&gt;
*Left (a.k.a. West) Wall&lt;br /&gt;
*Right (a.k.a. North) Wall&lt;br /&gt;
*Object &lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
* A file with templates for the basic contour of a cell, walls and other basic figures is available on the links section [http://ufo2000.lxnt.info/mantis/view.php?id=182 here]. &lt;br /&gt;
* If the image is bigger than the 16x16x24 &#039;box&#039; determined by the dimensions mentioned before, it will overlap over the tiles around it. &lt;br /&gt;
* The game engine places the images in the following sequence: ground, walls, objects. Any overlapping images from nearby cells will also follow this order. &lt;br /&gt;
* When designing a tileset remember to add an additional tile with a destroyed version. This makes the map more realistic: when it gets hit by gunfire, instead of the wall (or another tile) simply disappearing, it will be replaced with a wreck (this is set on the tileset code). &lt;br /&gt;
&lt;br /&gt;
=== Tile Properties ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
=== Dimensions ===&lt;br /&gt;
&lt;br /&gt;
* The minimal length and width of a map is 10x10 cells and the largest 60x60. The game cannot accept maps with dimensions that are not multiples of 10 (20, 30, 40...). &lt;br /&gt;
* The maps can be either squared (e.g. 20x20) or rectangular (e.g. 20x10).&lt;br /&gt;
* The maximum height is 16 levels.&lt;br /&gt;
&lt;br /&gt;
=== Other requirements ===&lt;br /&gt;
&lt;br /&gt;
* Each terrain should contain at least 1 10x10 map, especially when the map set includes non-square maps. Otherwise UFO2000 will crash when building the battle area if there are spots that can&#039;t be filled by a map. An exception to this is when the Battlescape is composed of a single map (40x40, 50x50, 60x60).&lt;br /&gt;
* In the case of maps like X-Com Base or Warehouse there must be connections on the necessary sides of the maps, otherwise these maps can become isolated.&lt;br /&gt;
* The maps belonging to a terrain must all be assigned the same tilesets. The order by which they are listed must be always maintained. &lt;br /&gt;
* All map and terrain files names should be all lower case, e.g. sewer00, not Sewer00.&lt;br /&gt;
&lt;br /&gt;
=== Map Design Tips ===&lt;br /&gt;
&lt;br /&gt;
* It is better to assign the tiles to their proper locations (ground, walls,etc.) otherwise the map might look/act weird during gameplay. &lt;br /&gt;
&lt;br /&gt;
* The West walls that look like small pillars should be placed at the intersection of West and North walls when it points downward, otherwise it will be possible to look thru the wall into buildings (see existing maps to see what is their proper placement). &lt;br /&gt;
&lt;br /&gt;
* Concerning walls, in some maps there are outer and inner walls (especially on buildings).  One example is the light blue brick (outer side) and yellow (inner side) walls on City. &lt;br /&gt;
&lt;br /&gt;
* The ground of a map&#039;s 1st level must be filled. &lt;br /&gt;
&lt;br /&gt;
* If a door is placed as a wall at a corner of a intersection of walls, when it is opened it will occupy the place of the opposing wall. If the door is closed again, the wall will disappear. &lt;br /&gt;
&lt;br /&gt;
* To help visually the players to distinguish between floor levels and to spot holes made by weapons, use different tiles for the ground of each floor. &lt;br /&gt;
&lt;br /&gt;
* You can make buildings having its parts across several maps but you will have to use specific Battlescape Generation Code for them to connect correctly. Otherwise, if the battlefield is generated randomly you will have to apply differently the principle of the XBase and Alien Base terrains: instead of all sides connecting, the maps must all have one or two sides that has a connecting part, either to form a larger structure or to serve as end to a building.  &lt;br /&gt;
&lt;br /&gt;
* Large maps or buildings can look very nice and be fun to build. Unfortunately, they also can turn boring and be difficult to play very easily. The same can happen with lots of small rooms, narrow corridors, lots of  objects and maps with several levels. &lt;br /&gt;
&lt;br /&gt;
* It is best to keep terrains simple, with space for units to move and easy communications between maps. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Battlescape Generation Code ==&lt;br /&gt;
&lt;br /&gt;
=== Extensions Folder ===&lt;br /&gt;
&lt;br /&gt;
* All new terrains must be placed on the /extensions folder of UFO2000, inside its own separate subfolder.&lt;br /&gt;
&lt;br /&gt;
=== Creating a New Terrain ===&lt;br /&gt;
&lt;br /&gt;
Each new terrain must have its unique .LUA file, containing the following code:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 AddXcomTerrain {&lt;br /&gt;
         Name = &amp;quot;&#039;&#039;terrain name&#039;&#039;&amp;quot;,&lt;br /&gt;
         Author = &amp;quot;&#039;&#039;author name&#039;&#039;&amp;quot; &#039;&#039;optional field&lt;br /&gt;
         Tiles = {&lt;br /&gt;
                 &amp;quot;$(extension)/&#039;&#039;tileset name&#039;&#039;.*&amp;quot;&lt;br /&gt;
                 &#039;&#039;additional tilesets, if any&#039;&#039;&lt;br /&gt;
         },&lt;br /&gt;
    Maps = {&lt;br /&gt;
        &amp;quot;$(extension)/&#039;&#039;map001 map file&#039;&#039;&amp;quot;,&lt;br /&gt;
        &#039;&#039;additional maps, if any&#039;&#039;&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 AddXcomTerrain {&lt;br /&gt;
         Name = &amp;quot;Moon Base&amp;quot;,&lt;br /&gt;
         Author = &amp;quot;nappes&amp;quot;,&lt;br /&gt;
         Tiles = {&lt;br /&gt;
                 &amp;quot;moonbase.*&amp;quot;&lt;br /&gt;
         },&lt;br /&gt;
    Maps = {&lt;br /&gt;
        &amp;quot;$(extension)/moonbase001.map&amp;quot;,&lt;br /&gt;
        &amp;quot;$(extension)/moonbase002.map&amp;quot;,&lt;br /&gt;
        &amp;quot;$(extension)/moonbase003.map&amp;quot;,&lt;br /&gt;
        &amp;quot;$(extension)/moonbase004.map&amp;quot;,&lt;br /&gt;
        &amp;quot;$(extension)/moonbase005.map&amp;quot;,&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* Notice that on this case the moonbase tileset does not require $(extension) because the tileset code is included on the .LUA file that contains the Battlescape generator code. &lt;br /&gt;
* A .LUA file can be created by simply copying and renaming an already existing .LUA file, then opening it with a text editor. &lt;br /&gt;
* On the terrains which use UFO/TFTD the $(extension) is replaced with the location of the UFO/TFTD subfolders inside the UFO2000 folder.&lt;br /&gt;
* This is the simplest code for Battlescape generation: it will choose maps randomly from those listed and create the Battlescape from them.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Battlescape Generation ===&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Relevant Links ==&lt;br /&gt;
* Map maker and tile maker, with [http://www.xcomufo.com/forums/index.php?showtopic=242025548 download link]&lt;br /&gt;
&lt;br /&gt;
* [http://www.xcomufo.com/forums/index.php?showtopic=242025366&amp;amp;hl=mapeditor .map fileformat]&lt;br /&gt;
&lt;br /&gt;
* [http://www.xcomufo.com/forums/index.php?showtopic=242024650 Addtileset script]&lt;br /&gt;
&lt;br /&gt;
* [http://www.xcomufo.com/forums/index.php?act=attach&amp;amp;type=post&amp;amp;id=9254 Old map format description]&lt;br /&gt;
&lt;br /&gt;
* [http://www.daishiva.com/phpbb/index.php Map View] (requires Microsoft .NET to run) and PCK View, both by Daishiva. Used to edit .PCK and .MAP files. If you are using PCK View to edit terrain files it is better to use version 1.2 since the other versions seem to create files that crash UFO2000. Check the UFO2000 forums and ask where you can get version 1.2.&lt;br /&gt;
&lt;br /&gt;
* [http://area51.xcomufo.com/depot2.htm UFO2000 Map Depot]&lt;br /&gt;
&lt;br /&gt;
* [http://ufo2000.lxnt.info/mantis/view.php?id=182 Template for UFO2000 tiles]&lt;br /&gt;
&lt;br /&gt;
* [http://www.xcomufo.com/forums/index.php?showforum=269 Forum for UFO2000 Map Discussion]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Large_units&amp;diff=15128</id>
		<title>Large units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Large_units&amp;diff=15128"/>
		<updated>2008-04-23T02:07:34Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Large units in UFO = &lt;br /&gt;
In X-COM UFO, [[Reaper]]s, [[Sectopod]]s and [[Cyberdisc]]s are 2x2 squares big. If you [[mind control]] them, you&#039;ll mind control only one square which will become hostile against other parts of the alien and may even attempt to attack them via reaction fire. Control all four sections, and they&#039;ll not try to shoot themselves.&lt;br /&gt;
&lt;br /&gt;
= Large units in TFTD =&lt;br /&gt;
&lt;br /&gt;
In TFTD the [[Triscene]], [[Xarquid]], and [[Hallucinoid]] are the 2x2 units. In an attempt to correct the partial control bug in UFO, a host of new odd bugs related to mind controlling large units are introduced. &lt;br /&gt;
&lt;br /&gt;
To fix the problem, the solution was to automatically mind control the next 3 units that come immediately after the controlled section. This in theory works perfectly as long as the primary quarter of the large unit is mind controlled. The programmers unfortunately did not take into account that players will launch an attack on any one of of the four quarters of the large unit. When this happens, the large unit will be partially controlled clockwise from the location that was controlled, while the rest going anti-clockwise towards the main quarter will be left untouched. This results in a partially controlled units. &lt;br /&gt;
&lt;br /&gt;
To make it worse, when control is returned to the aliens on the next turn, the game will flip the ownership flag of the large unit and may even spill over into the next unit in the list of units. By the start of your turn, you may suddenly find that you&#039;ve gain permanent partial control of some other large unit that you&#039;ve never seen before. &lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=14304</id>
		<title>X-COM Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=14304"/>
		<updated>2008-01-05T19:31:56Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Buying,Selling and Transferring Supplies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Viewing an &#039;&#039;&#039;X-COM base&#039;&#039;&#039; will bring up a layout of the currently selected base and a list of commands, your current funds, the base layout and facilities present or in construction, and a reduced view of all eight of your possible bases construction status. From here you expand your [[Base Facilities|base]], [[Buying/Selling/Transferring|purchase, transfer or sell]] supplies, recruit people, view your [[soldiers|troops]], manage [[research]], [[manufacturing]], your [[craft|air force]], and strike teams. While managing a base, time does not elapse, and virtually all commands take time once they are ordered to be completed, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently selected bases or build new bases from this screen.&lt;br /&gt;
&lt;br /&gt;
==Current Base View==&lt;br /&gt;
This takes up the majority of the screen on the left hand side, and shows you a detailed top down view of your currently selected Base. Each facility you have built will take up one place in the six by six grid you have available to build in, except for hangars which take up four spaces. Inside your hangars any craft currently landed will be visible.&lt;br /&gt;
&lt;br /&gt;
You can click on any of your facilities to attempt to remove it if it is no longer necessary, although if it is in use or is the only link between two other parts of your base then you will be informed that you cannot dismantle it at this point. Be aware when dismantling any facility of the [[Known Bugs#Paying For Dirt|known bug]] that means removing redundant facilities is usually more expensive than just leaving them there, unless you immediately build over them.&lt;br /&gt;
&lt;br /&gt;
==Selecting the Current Base==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Building New Bases==&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen.&lt;br /&gt;
&lt;br /&gt;
==Base Information==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defense strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Base Defense]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[General Stores|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Maintenance costs|Base Maintenance]] - this value is incorrect due to a [[Known_Bugs#Facility_Maintenance_Costs|known bug]], which also means the total is similarly incorrect. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy is normally not critical. Note that this total also does not include the [[Known_Bugs#Paying_For_Dirt|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
This brings up a list of [[soldiers]] with [[rank]] and equipped [[armour]]. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned [[craft|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Equip Craft==&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[Skyranger]] you will have the choice of modifying the currently [[Craft Armaments|weapons]] loadout, used to bring down [[UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Soldiers|Crew]], [[Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned both troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Build Facilities== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Base Facilities|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[Research]] requires Scientists and [[Laboratory]] space in the base. Scientists require bed space in [[Living Quarters]] and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) [[manufacturing]] business. Engineers require [[Workshop]] space to work, as well as [[Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Buying, Selling, and Transferring Supplies ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Buying/Selling/Transferring|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14302</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14302"/>
		<updated>2008-01-05T00:46:46Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Built-in alien weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt exceeds the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain.  6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time.  (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects.  (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time.  It should take an average of 22 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display (see image above).  These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach &amp;amp;mdash; making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged &amp;amp;mdash; Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle.  The shooter will remain hidden off to the side, while other units standing in front of the breach will not be fired upon immediately.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[TERRAIN#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || 50&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115* || 20&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Do not use explosive munitions near a UFO Power Source if you wish to collect the Elerium contained within it.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls &amp;amp;mdash; just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14301</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14301"/>
		<updated>2008-01-05T00:44:09Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* UFO walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt exceeds the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain.  6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time.  (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects.  (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time.  It should take an average of 22 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display (see image above).  These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach &amp;amp;mdash; making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged &amp;amp;mdash; Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle.  The shooter will remain hidden off to the side, while other units standing in front of the breach will not be fired upon immediately.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[TERRAIN#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || 50&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115* || 20&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Do not use explosive munitions near a UFO Power Source if you wish to collect the Elerium contained within it.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls -- just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14300</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14300"/>
		<updated>2008-01-05T00:37:30Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Damage vs. terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt exceeds the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be damaged or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain.  6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time.  (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects.  (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time.  It should take an average of 22 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display.  (See image above.)  These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach -- making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged -- Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle.  The shooter will remain hidden off to the side, while other units standing in front of the breach will not be fired upon immediately.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[TERRAIN#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || 50&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115* || 20&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Do not use explosive munitions near a UFO Power Source if you wish to collect the Elerium contained within it.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls -- just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14299</id>
		<title>Destroying Terrain</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Destroying_Terrain&amp;diff=14299"/>
		<updated>2008-01-05T00:35:40Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most terrain features found on the battlescape can, with sufficient firepower, be destroyed.  UFO outer hulls can be breached with a [[Blaster Bomb]], inner UFO hulls can sometimes be breached by a [[Heavy Plasma]], and weaker structures can be destroyed by more conventional weaponry, such as [[Grenade]]s or sometimes even [[Rifle]]s.  &lt;br /&gt;
&lt;br /&gt;
Being able to clear terrain in this manner is of great value.  Aliens can lurk behind a wide variety of structures, ready to ambush you the second you enter their sight.  Destroying terrain flushes the aliens out into the open, where they can be engaged far more safely.  Entering rooms via breached walls is also usually far safer than coming in through an existing door &amp;amp;mdash; a common ambush point.&lt;br /&gt;
&lt;br /&gt;
== Damage vs. terrain ==&lt;br /&gt;
&lt;br /&gt;
The general rule is that explosions will do a fixed 50% of their rated damage to a terrain feature, and projectile/beam weapons will do between 25% and 75% of their rated damage.  The 50% damage for explosions is at the center of the explosion; damage will decrease by a constant amount the further away from the center you go. For more information on explosions in general, see [[Explosions]].&lt;br /&gt;
&lt;br /&gt;
If the damage dealt exceeds the terrain&#039;s damage rating (or &amp;quot;armor&amp;quot;), the terrain will be breached or even destroyed.  If the damage is less than the terrain&#039;s damage rating, the terrain will be completely unharmed.  See [[Explosions#Tile Characteristics]] for a table detailing several terrain types and their damage ratings.&lt;br /&gt;
&lt;br /&gt;
== UFO walls ==&lt;br /&gt;
&lt;br /&gt;
The outer hull of a UFO has a damage rating of 100 points: as a result of this, only Blaster Bombs (Damage = 200) can breach them.  Inner hulls and doors have a damage rating of 80 points.  Heavy Plasmas, with a base damage of 115, can do between 28.75 and 86.25 points of damage to terrain.  6.25 values out of a range of 57.5 possible values (6.25 / 57.5) is 0.1087, which would mean Heavy Plasma shots will breach inner UFO walls 10.87% of the time.  (Initial testing suggests this figure is correct, or nearly so: 250 Heavy Plasma shots breached 32 inner walls, for an average of 12.8%.)  Expressed a different way, it should take an average of 9.2 Heavy Plasma shots to breach a UFO wall; three shots (one auto shot) have only a 29% chance of creating a breach, and even a full clip (35 shots) has a 1.78% chance of failing to break through.&lt;br /&gt;
&lt;br /&gt;
[[Tank/Laser Cannon]] and [[Hovertank/Plasma]] both have a base damage of 110, which translates to a range of 27.5 to 82.5 against terrain objects.  (2.5 / 55) is 0.0455, so these tanks should be able to breach inner UFO walls 4.55% of the time.  It should take an average of 22 shots to breach a wall with either of these weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Hovertank/Launcher]]&#039;s fusion ball munition has an explosive damage of 140.  50% of 140 is 70, which means a Launcher tank can never breach inner UFO walls, although they can breach &amp;quot;[[#vulnerable walls|vulnerable walls]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Security walls ===&lt;br /&gt;
&lt;br /&gt;
Certain inner UFO walls and doors are more durable than the average inner wall.  These so-called &amp;quot;security walls&amp;quot; have a damage rating of 100, like UFO outer walls, and can only be breached with the use of a Blaster Bomb.  Security walls have a smooth, unsegmented appearance, with several bands running along the top.  Security doors are darker than normal UFO doors and do not have a line running down their centers.  The upper level of [[Battleship]]s are constructed solely with security walls, although security doors are only used to enclose the central lift.  See image below.&lt;br /&gt;
&lt;br /&gt;
[[Image:UFO_160MAP-L3.JPG]]&lt;br /&gt;
&lt;br /&gt;
=== Vulnerable walls ===&lt;br /&gt;
&lt;br /&gt;
A few wall types in UFOs are far easier to breach than normal inner walls.  Most UFO navigation rooms (i.e., the bridge) have a few walls sporting a green and black computer display.  (See image above.)  These walls have a damage rating of 70, vs. a rating of 80 for normal inner walls, and can be more easily breached by a Heavy Plasma.  They can even be breached by a direct hit from a Launcher tank&#039;s Fusion Ball.&lt;br /&gt;
&lt;br /&gt;
Weaker still are the orange or blue flashing [[Alien Entertainment]] walls found in certain areas.  The outer northern and western walls of alien base command centers are constructed of these walls (see image below), and are easy to breach -- making for a safer entry point than the doors on the western face.  Furthermore, on the northern side of the inner wall, there is a single computer panel wall which is easy to breach (all the other sections are &amp;quot;security walls&amp;quot; and can only be breached by a Blaster Bomb).&lt;br /&gt;
&lt;br /&gt;
[[Image:UBASE 00MAP-L1.JPG]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFO floors ===&lt;br /&gt;
&lt;br /&gt;
Like walls, floor tiles can be breached.  Normal metal UFO floors have a damage rating of 80, but cannot be bypassed until they are fully destroyed.  This requires two shots at a minimum: one to damage the floor, and another to destroy it.  A damaged UFO floor has a damage rating of only 50, so it is not terribly hard to fully breach a UFO floor.&lt;br /&gt;
&lt;br /&gt;
Breaching floors is useful in much the same way as breaching walls is: it allows your soldiers an alternative and often safer entry point into a room which may contain several aliens.  Floors both above and below your soldiers can be breached.  To shoot the floor above you (in essence, the ceiling), you must aim at a point on the level above you.  &lt;br /&gt;
To shoot at the floor of your current level, just shoot at a square not bordered by any walls (or else the walls will be shot at instead of the floor).  Naturally, soldiers in Flying Suits are needed to take fullest advantage of a hole in the ceiling.&lt;br /&gt;
&lt;br /&gt;
Shooting through the ceiling may be of greatest use when storming an alien base command center.  The command center&#039;s purple floors are weaker than the metal variety (50 intact/65 damaged -- Heavy Plasma works well), and if you pick the right location, you can come up hidden behind an object.  You may also be able to see and attack aliens on the upper floor once the ceiling is shot out, which is a much less risky approach than taking the lift up blindly into their midst.&lt;br /&gt;
&lt;br /&gt;
== Breaching walls and line of sight ==&lt;br /&gt;
&lt;br /&gt;
If you shoot through a wall (or ceiling) and find yourself facing an alien, the alien will often return fire as soon as it sees you.  To minimize this danger, it is best to shoot at walls from an oblique angle.  The shooter will remain hidden off to the side, while other units standing in front of the breach will not be fired upon immediately.&lt;br /&gt;
&lt;br /&gt;
== Terrain structures ==&lt;br /&gt;
&lt;br /&gt;
These figures were researched using the [[TERRAIN#MCD_Editor|MCDEdit]] program.&lt;br /&gt;
&lt;br /&gt;
Many structures found in one terrain set will be used by another terrain set, with identical properties.  For instance, UFOs and Alien Bases contain a large number of common items.&lt;br /&gt;
&lt;br /&gt;
=== UFO structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Outer Wall/Door/Ceiling || 100&lt;br /&gt;
|-&lt;br /&gt;
| Inner Wall/Door || 80&lt;br /&gt;
|-&lt;br /&gt;
| Security Wall/Door || 100&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || 50&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115* || 20&lt;br /&gt;
|-&lt;br /&gt;
| Blue Chair || 60&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Console (wall) || 40&lt;br /&gt;
|-&lt;br /&gt;
| Navigation Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Round Fuel Pod || 20&lt;br /&gt;
|-&lt;br /&gt;
| Oblong Fuel Pod || 30&lt;br /&gt;
|-&lt;br /&gt;
| Flashing Wall (Alien Entertainment) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Pulsing Globe || 20&lt;br /&gt;
|-&lt;br /&gt;
| Green on Black Computer Panel || 70&lt;br /&gt;
|-&lt;br /&gt;
| Intact Metal Floor || 80&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Metal Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Intact Purple Floor || 50&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Purple Floor || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Do not use explosive munitions near a UFO Power Source if you wish to collect the Elerium contained within it.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM Craft structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| All surfaces || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;X-COM craft are meant to be indestructible (thank goodness!)... but see [[Explosions#Mile-High_Madness]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alien base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Dirt Wall (surface) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 100&lt;br /&gt;
|-&lt;br /&gt;
| Metal Wall || 80&lt;br /&gt;
|- &lt;br /&gt;
| Windowed Wall || 100&lt;br /&gt;
|-&lt;br /&gt;
| Display Cases || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4-space Vats || 60&lt;br /&gt;
|-&lt;br /&gt;
| 1-space Vats || 30&lt;br /&gt;
|-&lt;br /&gt;
| Command Center Table (octagonal) || 15&lt;br /&gt;
|-&lt;br /&gt;
| Alien Plants || 5-40*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Green ones are 5-14, more colorful ones 20-40 depending on size&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== X-COM base structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wall || 80&lt;br /&gt;
|-&lt;br /&gt;
| Dirt Wall (interior) || 60&lt;br /&gt;
|-&lt;br /&gt;
| Door || 50&lt;br /&gt;
|-&lt;br /&gt;
| Hangar/Access Lift/General Stores Door || 75&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Drum || 12&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farm structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Wooden Wall || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Door || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Brick Wall || 25 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(lower) || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Stairway(upper) || 20 &lt;br /&gt;
|-&lt;br /&gt;
| Wheat || 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hay Bale || 4&lt;br /&gt;
|-&lt;br /&gt;
| Flowers || 8 &lt;br /&gt;
|-&lt;br /&gt;
| Vegetables || 10 &lt;br /&gt;
|-&lt;br /&gt;
| Apple Tree || 16 &lt;br /&gt;
|-&lt;br /&gt;
| Normal Tree || 22 &lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 15 &lt;br /&gt;
|-&lt;br /&gt;
| Stone Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 12 &lt;br /&gt;
|-&lt;br /&gt;
| Fence || 11 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forest structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Trees/Logs (various) || 13-18&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 24&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 18&lt;br /&gt;
|-&lt;br /&gt;
| Bushes || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hill || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Grey Brick Wall || 25&lt;br /&gt;
|-&lt;br /&gt;
| White Wood Wall || 14&lt;br /&gt;
|-&lt;br /&gt;
| White/Blue Doors || 12&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Inner Walls || 25&lt;br /&gt;
|-&lt;br /&gt;
| Beige Warehouse Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Crates || 20&lt;br /&gt;
|-&lt;br /&gt;
| Stairway || 25&lt;br /&gt;
|-&lt;br /&gt;
| Green Door || 30&lt;br /&gt;
|-&lt;br /&gt;
| Smooth Grey Wall || 30&lt;br /&gt;
|-&lt;br /&gt;
| Glass Door || 15&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Retail Objects || 5-16&lt;br /&gt;
|-&lt;br /&gt;
| Misc. Furniture || 4-22&lt;br /&gt;
|-&lt;br /&gt;
| White Picket Fence || 8&lt;br /&gt;
|-&lt;br /&gt;
| Grey Metal Fence || 20&lt;br /&gt;
|-&lt;br /&gt;
| Brown Wood Wall || 11&lt;br /&gt;
|-&lt;br /&gt;
| Hedge || 8&lt;br /&gt;
|-&lt;br /&gt;
| Fruit Tree || 20&lt;br /&gt;
|-&lt;br /&gt;
| Flowers (incl. Planter) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Pillar || 35&lt;br /&gt;
|-&lt;br /&gt;
| Fuel Pump || 18&lt;br /&gt;
|-&lt;br /&gt;
| Light Post || 20&lt;br /&gt;
|-&lt;br /&gt;
| Garbage Can || 15&lt;br /&gt;
|-&lt;br /&gt;
| Red Post Box || 14&lt;br /&gt;
|-&lt;br /&gt;
| Hydrant || 30&lt;br /&gt;
|-&lt;br /&gt;
| Phone Booth || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polar structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| All Surfaces || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desert structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Cacti || 15-20&lt;br /&gt;
|-&lt;br /&gt;
| Tree || 16&lt;br /&gt;
|-&lt;br /&gt;
| Damaged Tree || 24&lt;br /&gt;
|-&lt;br /&gt;
| Hills (dunes) || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jungle structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Small Trees || 12-20&lt;br /&gt;
|-&lt;br /&gt;
| Small Ferns/Fronds || 5-12&lt;br /&gt;
|-&lt;br /&gt;
| Large Ferns/Fronds || 16-20&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (trunk) || 25-26&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (fronds) || 8&lt;br /&gt;
|-&lt;br /&gt;
| Large Tree (branches) || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mountain structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 20-30&lt;br /&gt;
|-&lt;br /&gt;
| Hills || 30-50&lt;br /&gt;
|-&lt;br /&gt;
| Trunks/Logs || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cydonia structures ===&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | &#039;&#039;&#039;Terrain Object&#039;&#039;&#039; || &#039;&#039;&#039;Damage Rating&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Rocks || 40-80&lt;br /&gt;
|-&lt;br /&gt;
| Small Crater || 40&lt;br /&gt;
|-&lt;br /&gt;
| Large Crater || 70&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid || 70-80&lt;br /&gt;
|-&lt;br /&gt;
| Pyramid Windows || 60&lt;br /&gt;
|-&lt;br /&gt;
| Brain || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapon damage ranges ==&lt;br /&gt;
&lt;br /&gt;
=== Projectile/energy weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage).  Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| Width=200px | Pistol || 6.5 - 19.5&lt;br /&gt;
|-&lt;br /&gt;
| Rifle || 7.5 - 22.5&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon-AP || 10.5 - 31.5&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11.5 - 34.5&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol || 13 - 39&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-AP || 14 - 42&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| HWP Cannon || 15 - 45&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Rifle || 20 - 60&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Laser || 21.25 - 63.75&lt;br /&gt;
|-&lt;br /&gt;
| HWP Laser or Plasma || 27.5 - 82.5&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Plasma || 28.75 - 86.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosive weapons ===&lt;br /&gt;
Damage listed is for center of explosion, decreasing with distance.  Damage range vs. living creatures is between one to three times these values.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | Autocannon-HE || 22&lt;br /&gt;
|-&lt;br /&gt;
| Grenade || 25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Cannon-HE || 26              &lt;br /&gt;
|-&lt;br /&gt;
| Proximity Grenade || 35&lt;br /&gt;
|-&lt;br /&gt;
| Small Rocket || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| HWP Rocket || 42.5&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenade || 45&lt;br /&gt;
|-&lt;br /&gt;
| Large Rocket || 50&lt;br /&gt;
|-&lt;br /&gt;
| High Explosive || 55&lt;br /&gt;
|-&lt;br /&gt;
| HWP Fusion Bomb || 70&lt;br /&gt;
|- &lt;br /&gt;
| Blaster Bomb || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Built-in alien weapons ===&lt;br /&gt;
These are the damage ranges of these weapons vs. terrain objects (0.25 to 0.75 their normal rated damage). Their damage range vs. living creatures is between zero and twice rated damage.&lt;br /&gt;
&lt;br /&gt;
Note that the damage range of Celatids&#039; attack is great enough that it can penetrate a UFO outer hull 7.14% of the time.  However, due to the grenade-style aiming of the attack, it cannot be aimed directly at walls -- just squares.  In practice, diagonal and &amp;quot;rear&amp;quot; UFO walls can sometimes be targeted, especially on the second floor (see [[Explosions#When Is a Wall not a Wall]]).  UFO roofs can also be targeted.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs can penetrate UFO inner walls approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Width=200px | [[Celatid]] || 35 - 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyberdisc]] || 32.5 - 97.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sectopod]] || 25 - 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=14298</id>
		<title>Data corruption</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=14298"/>
		<updated>2008-01-05T00:32:14Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: The New Info section is still incomprehensible. I&amp;#039;m not sure what it&amp;#039;s supposed to say.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data corruption happens when the game finds unused bytes in a savegame. &lt;br /&gt;
Although [[TFTD]] is nearly a clone of [[X-COM|UFO Enemy Unknown]], the byte offsets in the savegames are often different, so weird things happen when files are placed in the wrong game.&lt;br /&gt;
&lt;br /&gt;
Here are a few tricks.&lt;br /&gt;
&lt;br /&gt;
== Base on land/water ==&lt;br /&gt;
Copy [[LOC.DAT]] from UFO and paste in into a [[TFTD]] savegame to get a base on land, or vice versa: copy loc.dat from TFTD to UFO to get a base on water.&lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
This function still isn&#039;t researched very much. In UFO, get an [[Avenger]] (&#039;&#039;not sure if it was Avenger, surely not [[Skyranger]] or [[Interceptor]]&#039;&#039;) then copy [[CRAFT.DAT]] and [[LOC.DAT]] to TFTD. Then you can end up having 2 ships named ammunition-1 and ammunition-2, nicknamed Transformers. These will have 255 [[SWS|coelacanth tank]]s and other things. The most interesting thing is that these ships will disappear once an UFO is nearby and turn into those UFOs. For example, a [[Survey Ship]] passes nearby your base. Your ammunition-1 will disappear and the UFO will be yours. However, the game will crash once you click on it, since it isn&#039;t assigned to any base. It may be possible to control alien ships, but it still is unknown how. &lt;br /&gt;
&lt;br /&gt;
== Unused Aliens or Items ==&lt;br /&gt;
It appears that when [[RESEARCH.DAT]] is copied from game to game, weird things can happen. There were reports of seeing research items like [[Unused Items (TFTD)|this unknown weapon]] or getting a [[Tentaculat]] [[Commander (Alien Rank)|Commander]]. This function, however, is not completely researched.&lt;br /&gt;
&lt;br /&gt;
== Glitch Ranks ==&lt;br /&gt;
Currently, only Units in Target Exit and Units in Target Entrance are known. Units in Target Exit is easily accessed by permanently controlling a [[Tentaculat]]. See [[Glitch ranks]].&lt;br /&gt;
&lt;br /&gt;
== New Info ==&lt;br /&gt;
Currently we know the aliens are possible to control permanently all this thanks to [[Quantifier]].&lt;br /&gt;
By those permanent control tests it is assumed that [[Glitch ranks]] are useful for reaction and other benefits.&lt;br /&gt;
as for alien control ship this is impossible since the alien ships lacks a lot of data in [[TFTD]] in [[X-COM|UFO Enemy Unknown]] though it is actually assumed its possible to control a [[Battleship]] to an extent.&lt;br /&gt;
this was told in a topic where someone made move one around.&lt;br /&gt;
as for [[Glitch Craft Weapons]] the only one researched has no effect on its enemy and has a very short range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shot_Types&amp;diff=14297</id>
		<title>Shot Types</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shot_Types&amp;diff=14297"/>
		<updated>2008-01-05T00:19:24Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warfare is complex, and shooting something is not as simple as pointing your weapon at it and pulling the trigger.  You need to decide how precisely to aim, and how many shots to fire. There are three types of shots usable in [[X-COM]]: Snap Shots, Aimed Shots, and Auto Shots. All weapons can perform the first two shots (save for the [[Stun Rod]] and the [[Blaster Launcher]]), while only some weapons can lay down sustained fire with Auto Shots.&lt;br /&gt;
&lt;br /&gt;
==Snapshot==&lt;br /&gt;
&lt;br /&gt;
A standard shot from the hip.  Accuracy is medium for the weapon, TUs used are lowest of all shot types.  All X-COM reaction fire shots are Snapshots, as well as some Alien reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Aimed shot==&lt;br /&gt;
&lt;br /&gt;
A dedicated shot at the target involving precise aiming.  Highly accurate, but costs many TUs.  Aimed shots can never be used for reaction fire.&lt;br /&gt;
&lt;br /&gt;
==Automatic fire==&lt;br /&gt;
&lt;br /&gt;
A three-round burst of fire laid out of the weapon.  Accuracy is low, TU usage is moderate.  Not all weapons are capable of automatic fire.  Aliens can use Auto Shots as reaction fire.&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=OBPOS2.DAT&amp;diff=14296</id>
		<title>OBPOS2.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=OBPOS2.DAT&amp;diff=14296"/>
		<updated>2008-01-05T00:13:34Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is created when combat ends. It uses the same format as [[OBPOS.DAT]] and [[OBPOSREF.DAT]].&lt;br /&gt;
&lt;br /&gt;
At the end of a battle, all items that are under your control are recorded in this file.&lt;br /&gt;
&lt;br /&gt;
For example, if you evacuated right after landing at the combat zone, only items held by your team members or lying in the dropship would be recovered. Only those items would be stored.&lt;br /&gt;
&lt;br /&gt;
However, if you won the battle, all items in play (such as alien weapons and corpses) would be recorded.&lt;br /&gt;
&lt;br /&gt;
I assume if you lose, no items are recorded (as everything is lost).&lt;br /&gt;
&lt;br /&gt;
How the game determines if terrain items (such as UFO Power Supplies and Alien Alloys) are recovered is currently unknown. They may be stored in this file, they may not be. Further testing is required.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
* [[Saved_Game_Files#Missdat_Files|Missdat Files]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Field_Manual:_Foreword_and_Preface&amp;diff=14295</id>
		<title>Field Manual: Foreword and Preface</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Field_Manual:_Foreword_and_Preface&amp;diff=14295"/>
		<updated>2008-01-05T00:10:45Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* PREFACE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FOREWORD==&lt;br /&gt;
===1. PURPOSE===&lt;br /&gt;
X-COM Field Manual (FM) 31-1, Standard Infantry Combat Operations, provides field officers with the standard field manoeuvres, tactics, and strategies of the armies of the world, allowing them to more effectively command and control their troops in the field.&lt;br /&gt;
&lt;br /&gt;
===2. SCOPE===&lt;br /&gt;
This field manual covers all areas of in-the-field tactics, including squad organization, initial deployment, field tactics for various types of terrain, and clean-up and recovery. In the Appendix are additional resources on pyrotechnics usage and deployment, as well as some speculative scenarios for which X-COM officers should prepare. Unless otherwise noted, whenever the masculine gender is included, both men and women are included. &lt;br /&gt;
&lt;br /&gt;
===3. CERTIFICATION===&lt;br /&gt;
Reviewed and approved this date.&lt;br /&gt;
&lt;br /&gt;
BY DIRECTION OF THE X-COM HIGH COMMANDER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gen. S. GENEGA&amp;lt;br&amp;gt;&lt;br /&gt;
High Commander, Extraterrestrial Combat Unit&lt;br /&gt;
&lt;br /&gt;
==PREFACE==&lt;br /&gt;
&lt;br /&gt;
X-COM, like any other specialized military unit, requires effective field commanders in order successfully accomplish field missions. A firm grasp of effective, modern military tactics will greatly aid the X-COM field officer in making strategic decisions in the field. This publication covers standard NATO squad organizations and soldier loadouts, tactics for initial troop deployment, standard NATO field tactics for various terrains, and clean-up and recovery of alien technology at a combat site. &lt;br /&gt;
&lt;br /&gt;
Also included in the Appendix are some general tactics for pyrotechnics usage and deployment &amp;amp;mdash; proximity grenades, flares, etc. &amp;amp;mdash; and several speculative scenarios, put forward by X-COM scientists, which might be encountered in the field. &lt;br /&gt;
&lt;br /&gt;
While this manual is intended to assist officers in the field, it by no means covers all possible aspects of a combat situation involving extraterrestrials. However, its use should greatly aid field commanders in making informed, strategically sound decisions when faced with such situations.&lt;br /&gt;
&lt;br /&gt;
[[Category: Field Manual]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=14294</id>
		<title>Rearming</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=14294"/>
		<updated>2008-01-05T00:06:16Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* General Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Info ==&lt;br /&gt;
&lt;br /&gt;
Re-arming is the final phase that an interception craft will go through after returning to base from an interception (regardless of whether any shots were fired). It involves the reloading/recharging of the craft&#039;s weapons, and then a checkup on ship systems. The checkup takes one hour, and the time required for reloading/recharging depends on the weapon. Weapons and tests are always completed at the top of the hour (HH:00:00).&lt;br /&gt;
&lt;br /&gt;
==Re-arming rates==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;20%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Weapon&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Shots loaded per hour&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Stingray|Stingray Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avalanche|Avalanche Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Laser Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Plasma Beam]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fusion Ball Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=14293</id>
		<title>Rearming</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rearming&amp;diff=14293"/>
		<updated>2008-01-05T00:05:34Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* General Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Info ==&lt;br /&gt;
&lt;br /&gt;
Re-arming is the final phase that an interception craft will go through after returning to base from an interception (regardless of whether any shots were fired). It involves the reloading/recharging of the craft&#039;s weapons, and then a checkup on ship systems. The checkup takes one hour, and the reloading/recharging depends on the weapon. Weapons and tests are always completed at the top of the hour (HH:00:00).&lt;br /&gt;
&lt;br /&gt;
==Re-arming rates==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;20%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Weapon&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Shots loaded per hour&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Stingray|Stingray Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avalanche|Avalanche Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Laser Cannon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Plasma Beam]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fusion Ball Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=14292</id>
		<title>Supply ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=14292"/>
		<updated>2008-01-04T23:55:29Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Alternative Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The supply vessel is used during the construction of alien bases, for supplying existing bases or for infiltration missions. It carries [[Alien Food|alien food]] containers and a [[Alien Surgery|surgical]] chamber.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;288&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
You usually don&#039;t want to shoot these down, as most of them actually land for supply missions to alien bases. You can get a nice steady supply of [[Elerium-115|elerium]] this way.&lt;br /&gt;
&lt;br /&gt;
This ship has 3 [[UFO Power Source|power sources]] and 4 [[UFO Navigation|navigations]].&lt;br /&gt;
&lt;br /&gt;
The race aboard this ship is the same thats inside the base under resupply. --[[User:60.241.66.150|60.241.66.150]]&lt;br /&gt;
&lt;br /&gt;
Supply Missions are &#039;&#039;&#039;always&#039;&#039;&#039; dispatched by the aliens at 00:30 sharp, any time an alien base is resupplied.  This can be helpful in determining the mission type of a Supply Ship if you lack a [[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
==Plan Of Attack==&lt;br /&gt;
=== 1. Ground floor: Power ===&lt;br /&gt;
Best tactic here involves a 2 stage attack on the ship: securing the hatches and securing the lifts.  It&#039;s best to storm both hatches simultaneously; this prevents the aliens within from swarming one door from all sides.&lt;br /&gt;
&lt;br /&gt;
If the power sources have exploded due to a crash, there will be little left of the inner walls on this floor, and often holes in the ceiling exposing the middle floor. You shouldn&#039;t have shot it down, really.&lt;br /&gt;
&lt;br /&gt;
Once you have moved soldiers onto each of the one-square lifts on the ground floor, you can prepare for the final assault at some leisure, due to the aliens&#039; typical reluctance to shoot straight down a gravlift. You can, of course, shoot straight up at them.  Throwing grenades up the lifts can be very effective as well.&lt;br /&gt;
&lt;br /&gt;
=== 2. Middle floor: Supplies ===&lt;br /&gt;
The assault on the middle floor can be executed as a pincer attack from both lifts if you cut through the wall of the three-story lift with [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
=== 3. Top floor: Bridge ===&lt;br /&gt;
The assault on the bridge often proceeds like this:&lt;br /&gt;
*1. Secure the lift exit with 3 or 4 soldiers. Check those corners!&lt;br /&gt;
*2. Set up snipers to cover the north hallway with reaction fire.&lt;br /&gt;
*3. Optionally send a team through the winding south hallway.&lt;br /&gt;
*4. Use splash damage from [[Grenade]]s to take down the bridge guards before you turn the corner.&lt;br /&gt;
*5. Flank the bridge door. Bust in. Confront the leader cowering behind the navigation consoles and take him down as you see fit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, cut through the bridge&#039;s walls with a [[Heavy Plasma]] (see [[Destroying Terrain]]).&lt;br /&gt;
&lt;br /&gt;
=== Alternative Plan ===&lt;br /&gt;
Blow through the ceiling or walls of the third floor and storm the navigation room. Attack the first floor with a pincer through the hatches. Combine forces to clean out the second floor. [[Blaster Launcher]] required.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$76,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;141&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$916,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$2,912,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Supply Ship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-15*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SupplyShip_0.gif|Level 0&lt;br /&gt;
Image:SupplyShip_1.gif|Level 1&lt;br /&gt;
Image:SupplyShip_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_170MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_170MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_170MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_170MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Small Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Medium Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Large Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Abductor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harvester]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Terror Ship]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Battleship]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UFO_Ground_Assault#Assaulting_Supply_Ships_with_JFG|Assaulting Supply Ships with JFG]]&lt;br /&gt;
&lt;br /&gt;
[[Category: UFO (UFO Defense)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=14291</id>
		<title>Supply ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=14291"/>
		<updated>2008-01-04T23:53:56Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* alternative plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The supply vessel is used during the construction of alien bases, for supplying existing bases or for infiltration missions. It carries [[Alien Food|alien food]] containers and a [[Alien Surgery|surgical]] chamber.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;288&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
You usually don&#039;t want to shoot these down, as most of them actually land for supply missions to alien bases. You can get a nice steady supply of [[Elerium-115|elerium]] this way.&lt;br /&gt;
&lt;br /&gt;
This ship has 3 [[UFO Power Source|power sources]] and 4 [[UFO Navigation|navigations]].&lt;br /&gt;
&lt;br /&gt;
The race aboard this ship is the same thats inside the base under resupply. --[[User:60.241.66.150|60.241.66.150]]&lt;br /&gt;
&lt;br /&gt;
Supply Missions are &#039;&#039;&#039;always&#039;&#039;&#039; dispatched by the aliens at 00:30 sharp, any time an alien base is resupplied.  This can be helpful in determining the mission type of a Supply Ship if you lack a [[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
==Plan Of Attack==&lt;br /&gt;
=== 1. Ground floor: Power ===&lt;br /&gt;
Best tactic here involves a 2 stage attack on the ship: securing the hatches and securing the lifts.  It&#039;s best to storm both hatches simultaneously; this prevents the aliens within from swarming one door from all sides.&lt;br /&gt;
&lt;br /&gt;
If the power sources have exploded due to a crash, there will be little left of the inner walls on this floor, and often holes in the ceiling exposing the middle floor. You shouldn&#039;t have shot it down, really.&lt;br /&gt;
&lt;br /&gt;
Once you have moved soldiers onto each of the one-square lifts on the ground floor, you can prepare for the final assault at some leisure, due to the aliens&#039; typical reluctance to shoot straight down a gravlift. You can, of course, shoot straight up at them.  Throwing grenades up the lifts can be very effective as well.&lt;br /&gt;
&lt;br /&gt;
=== 2. Middle floor: Supplies ===&lt;br /&gt;
The assault on the middle floor can be executed as a pincer attack from both lifts if you cut through the wall of the three-story lift with [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
=== 3. Top floor: Bridge ===&lt;br /&gt;
The assault on the bridge often proceeds like this:&lt;br /&gt;
*1. Secure the lift exit with 3 or 4 soldiers. Check those corners!&lt;br /&gt;
*2. Set up snipers to cover the north hallway with reaction fire.&lt;br /&gt;
*3. Optionally send a team through the winding south hallway.&lt;br /&gt;
*4. Use splash damage from [[Grenade]]s to take down the bridge guards before you turn the corner.&lt;br /&gt;
*5. Flank the bridge door. Bust in. Confront the leader cowering behind the navigation consoles and take him down as you see fit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, cut through the bridge&#039;s walls with a [[Heavy Plasma]] (see [[Destroying Terrain]]).&lt;br /&gt;
&lt;br /&gt;
=== Alternative Plan ===&lt;br /&gt;
Blow through the ceiling or walls of the third floor and storm the navigation room. Attack the first floor with a pincer through the hatches. Combine forces to clean out the second floor. Blaster Launcher required.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$76,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;141&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$916,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$2,912,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Supply Ship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-15*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SupplyShip_0.gif|Level 0&lt;br /&gt;
Image:SupplyShip_1.gif|Level 1&lt;br /&gt;
Image:SupplyShip_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_170MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_170MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_170MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_170MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Small Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Medium Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Large Scout]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Abductor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Harvester]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Terror Ship]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Battleship]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UFO_Ground_Assault#Assaulting_Supply_Ships_with_JFG|Assaulting Supply Ships with JFG]]&lt;br /&gt;
&lt;br /&gt;
[[Category: UFO (UFO Defense)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Game_File_Exploits&amp;diff=14027</id>
		<title>Talk:Game File Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Game_File_Exploits&amp;diff=14027"/>
		<updated>2007-11-27T14:19:43Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Elevator Shielding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039;THIS PAGE are the discussions ripped from the main discussion section from exploits (the main page). It need cleanup and is only here to keep the other page clean without older discussions. Will slowly integrat...&lt;br /&gt;
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== Someone&#039;s  To Do List ==&lt;br /&gt;
&lt;br /&gt;
* Destroying unique alien type/rank combos by way of transfering to a throw-away base with a containment + lab (nothing else necessary), starting research on the uniques, dismantling base completely. Repeat ad infinitum. Not exactly a very exciting exploit, but a useful one to know.&lt;br /&gt;
&lt;br /&gt;
==Repairing damaged UFOs==&lt;br /&gt;
&lt;br /&gt;
Want to stop a UFO from doing it&#039;s mission? Shoot it down. Want to get a full load of engines and elerium? Leave it alone for about 2 days. The longer you wait before launching the ground assault, the smaller the hole and smoke, and eventually the craft will be completely repaired.&lt;br /&gt;
&lt;br /&gt;
Note that you will also get a full complement of enemy soldiers -- all the dead will come back to life when you do this.&lt;br /&gt;
&lt;br /&gt;
(You may want to save the game before landing, so you can resume waiting if the UFO was not fully repaired when you attacked.)&lt;br /&gt;
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Actually, UFO damage is random. You see, the damage done to a UFO in the battlescape is caused by the game detonating the power units with varying detonation strengths every time the map is generated. Sometimes it&#039;s only strong enough to destroy the power unit, and if there are many power units, some of the might not even be detonated at all. So there&#039;s no wait, just save the game in the Geoscape, and enter the mission. If the damage is not to your liking, reload and try and try again until you get a favourable outcome. - [[User:NKF|NKF]] &lt;br /&gt;
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Keybouncer and NKF, you&#039;ve both tested this likelihood versus time? Seems easy enough to do. Two related questions (have they been answered here?): 1) How long do crash sites persist?, and 2) If one Power Source (PS) blows up, yes, it will destroy E115 within a particular [[Explosions|distance]], but will it cause them to explode?&lt;br /&gt;
&lt;br /&gt;
The reason I ask is that page 311 of the OSG says PSs have a 70% chance of exploding, which sounds about right to me. A table of probabilities of finding intact PSs for the various UFOs could be generated. I would have thought the answer to #2 is that they don&#039;t cause them to explode; they&#039;re not an [[Explosions#Explosive_Map_Objects|explosive object]]. But in my experience, the ground floor of a Terror Ship is always the same - all four PSs are always blasted up, and the surrounding interior walls are always in the same bad shape (i.e., they&#039;re always all gone, except by the door at the south).&lt;br /&gt;
&lt;br /&gt;
Anyway, a probabilistic thing would be fun to do. But the question of successive explosions has been puzzling me. Could E115 trigger something special in crashes? (Successive explosions even though it&#039;s not registered as an explosive?) E115 has always had that odd boolean checkmark at [[OBDATA.DAT]][45]. - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
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&lt;br /&gt;
While I have not collected large amounts of data to show any pattern in the extent of the damage vs time, I haven&#039;t really seen any difference in damage between the moment the crash site was created or at a point just before the crash site vanishes. It&#039;s roughly the same and varies from game to game. If the UFO is repaired over time, this information will have to be stored somewhere. Craft.dat or loc.dat are probably the most likely files to watch. As for the explosions - I guess during the pre-detonation stages, the game may take into account nearby power units that get caught in the blast and detonate them as well. The 70% chance still holds true for isolated units. Can we add extra power units to the existing craft maps to test this I wonder? Or what about setting this boolean flag for enemy corpses, and crossing our fingers? Heh. That might not work. - [[User:NKF|NKF]]&lt;br /&gt;
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Hehe, it might be fun to play with those booleans. Or not. ;)&lt;br /&gt;
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I wouldn&#039;t think info has to be stored anywhere; after all, the crash site is not created unless/until you fight it. (If I remember right.) If it does &amp;quot;repair&amp;quot;, it could simply be based on the time since the crash... and I guess this would basically equate to, a lower probability of PS explosion. FWIW, I never had the impression that more time meant less damage, but then I wasn&#039;t paying attention to the possibility.&lt;br /&gt;
&lt;br /&gt;
I guess that, since PS explosions are performed by code that is &amp;quot;above&amp;quot; normal battlescape properties (i.e., PSs are not explosive per se), it&#039;s entirely possible they also programmed in, that they trigger successive detonations. It could be fairly easily tested, in theory... There are only 3 UFOs where PSs can &amp;quot;interact&amp;quot;: Harvester (2 PSs), Supply (3), Terror (4). Supply UFOs might be the most interesting in terms of teasing out whether there are successive detonations. FWIW, straight odds (no interaction) of having 2 PSs intact is 9.00% (.3&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;), 3 intact is 2.70%, and 4 intact is 0.81%.&lt;br /&gt;
&lt;br /&gt;
Remind me, is there some quick way to &amp;quot;lift the fog of war&amp;quot; and see the whole map? Maybe with [[Links|Mapview]]? (I don&#039;t have it installed ATM; I recently got a new PC.) If so, it would be fairly easy to see e.g. if terror ships ever vary their explosion pattern, etc. Also any differences between combat early or late after a crash.&lt;br /&gt;
&lt;br /&gt;
Maybe we should move all these comments, maybe even this whole section, to Discussion? - [[User:MikeTheRed|MikeTheRed]] 17:43, 10 January 2007 (PST)&lt;br /&gt;
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&lt;br /&gt;
Moved - and discussions split up and line breaks inserted for your reading convenience. Coincidentally, Mike, it has been a while, but I&#039;ll let you decide what to do with your earlier comment up above. &lt;br /&gt;
&lt;br /&gt;
As for the maps - I know XComutil has an option to clear the fog of war and make everyone on the map visible (and sets the lighting for the whole map to the brightest setting until you move). Use the command line utility&#039;s &#039;&#039;&#039;VIS&#039;&#039;&#039; command. Like so: &#039;&#039;&#039;xcomutil game_n vis wrt&#039;&#039;&#039; - game_n being the directory for your tactical savegame.&lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Or the time left until the crash site disappears.  &amp;lt;b&amp;gt;That&amp;lt;/b&amp;gt; is almost certainly in the savegame, and would be worth mapping in its own right.&lt;br /&gt;
&lt;br /&gt;
-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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&lt;br /&gt;
NKF - Cool, I just tried that XcomUtil and it worked like a charm. And guess what... I happened to try it on a Terror ship... and only ONE PS was blown up (although it did, of course, destroy the other 3). Damn, that seems like low odds... and OMG it instantly explodes (cough) the possibility of successive explosions. One other thing can be done via a screenshot of it... one can determine a PS&#039;s explosive strength (but maybe not its radius). (Has anybody determined this stuff yet?) Anyway here goes (dusting off [[Explosions]] memory cells): &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Edited after I looked closely and got the equations right - [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*UFO floors (their &amp;quot;initial&amp;quot; tile) are destroyed out to radius 3. They need 80 HE to kill them.&lt;br /&gt;
*Tiles are hit with average/2 damage; this damage decreases by 5, each tile outward from Ground Zero. So average/2 must be 80-84 at tile 3, and 95-99 at GZ.&lt;br /&gt;
*Twice this value (for the average) is 190-199. A PS explosion is &#039;&#039;almost&#039;&#039; as strong as a blaster bomb. (Notice how blasters scorch UFO floor tiles out to 4 tiles, 1 more than a PS, and are average damage 200.)&lt;br /&gt;
*Initial destroyed tiles are not blown through to raw earth anywhere, even at GZ. The slightly stronger blaster also does not blow through to raw earth at GZ on UFO floors. (Can someone look up the death tile armor strength for a damaged Power Source? The GZ PS was not raw earth, either.)&lt;br /&gt;
*Those walls around the PSs on a Terror ship are only destroyed up to where the floor tiles were; they also are 80 initial / 50 dead tile &amp;quot;armor&amp;quot;.&lt;br /&gt;
*PSs at 6 straight-line radius and 3 diagonal (walking TUs means its considered 4 tiles away) are destroyed, consistent with [[UFO_Power_Source]] info that they have 50 &amp;quot;armor&amp;quot;... average/2 HE strength is 65 at radius 6.&lt;br /&gt;
*All the Elerium is gone, of course... it only [[Explosions#Object_Destruction|takes]] 21 HE.&lt;br /&gt;
*A Snakeman was also killed, at a straight-line radius of 7 (just past the radius-6 PS). Here, the average/2 HE should be 60, and strength against units 60 to 180. It&#039;s a Superhuman game, so the lowest stats ([http://www.strategycore.co.uk/xcom/pg/ufoalienstats Superhuman Snakeman Soldier]) would be Health 45 and armor ranging from 16 Rear to 20 Front, for a minimum of 45+16=&#039;&#039;&#039;61&#039;&#039;&#039; to kill. Easily enough to kill this weakest example; stronger aliens near to the edge of the blast (wherever it is) might have a chance of only being injured.&lt;br /&gt;
&lt;br /&gt;
Does anyone ever remember seeing aliens &#039;&#039;injured&#039;&#039; by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&lt;br /&gt;
&lt;br /&gt;
FWIW there wasn&#039;t any other vulnerable stuff around, to tell the whether the blast went farther than radius 7. In theory it could extend to radius 18, with a GZ strength of 190-199... but the largest [[Explosions#HE_Statistics|blasts]] seen in the game are both clipped at radius 11 (blast and fusion tank).&lt;br /&gt;
&lt;br /&gt;
Zaimoni, I&#039;m sure you&#039;re right. If, of course, it&#039;s not always the same amount of time. I vaguely recall that my impression is they always lasted about 3 days (72 hours). I don&#039;t know the Geoscape files well... perhaps one of you who do, would know where to look for this? Then again it would be cake to take a savegame from just before shooting down a UFO, then see how long the crash persists. It should quickly be clear if it&#039;s always the same, to prove or disprove that. If no variation is seen with that one test UFO, a few other types (small to large) should be tested, to see if it differs by type.&lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 17:33, 11 January 2007 (PST)&lt;br /&gt;
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I&#039;ve seen injured aliens from pre-BattleScape power plant explosions.  They&#039;re generally toast if the walk into a fire :(  [This is from studying XCOMUtil reports at DIS:2.]  It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&lt;br /&gt;
&lt;br /&gt;
Even if it always is the same amount of time, the &amp;quot;in theme&amp;quot; way to code it would be a countdown timer (like manufacturing, research, and time to next UFO).&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Ok I just fixed a glaring error in my math above. That&#039;s better. The soldier was practically gauranteed to be dead. FWIW a supply ship where only one &amp;quot;outer&amp;quot; PS has exploded will confirm whether 11 is the limit of the blast radius. It&#039;s probably also the best place to try to find an alien caught at the edge of the blast, to see where its edge is. Not that it&#039;s a real big deal. The probabilities of finding intact Elerium for various ships can be stated already. Probably. :)&lt;br /&gt;
&lt;br /&gt;
A new wrinkle that may affect it was raised by my Terror Ship example: Only the &amp;quot;top most&amp;quot; PS exploded. And as you will recall, I had previously thought all 4 PSs exploded, and only the door and the walls near it (at the &amp;quot;bottom&amp;quot;) were left. In hindsight, maybe PSs have a fixed &amp;quot;order&amp;quot; in which they explode, and what I had actually seeing is that 3 exploded (which is good for the odds of 70%) - but it was the &amp;quot;top 3&amp;quot;. If the &amp;quot;bottom&amp;quot; last one had exploded, the door and walls around it would&#039;ve been gone. But that&#039;s not what I remember encountering most/all the time. See? Perhaps they explode, starting from the top-most one, down. Depending on some dice roll as to how many would explode. This possible predictability in terms of the order (top to bottom) in which they are &amp;quot;slated to explode&amp;quot; could mean that e.g. seeing a particular Battleship &amp;quot;foot&amp;quot; intact tells you something about which others might be intact, at a glance (and how much E115 is left). Something worth testing with a few reloads some night. &lt;br /&gt;
&lt;br /&gt;
As for effects on E115 survival probabilities in general, it looks like the Supply ship is the only ship where there is a chance for this potential &amp;quot;fixed order&amp;quot; to affect the likelihood. The central PS will always destroy the other two PS&#039;s E115. If it is more or less likely to explode due to a fixed order - if the left/top one &amp;quot;goes first&amp;quot; - this would affect the probabilities. For all other UFOs, though, the PS spacing is such that any PS explosion kills all the others&#039; E115 - or not at all (battleship, harvester).&lt;br /&gt;
&lt;br /&gt;
Thanks for the feedback on the injured guy, Zaimoni. It sounds like PS blasts are like blasters... it&#039;s &#039;&#039;possible&#039;&#039; for someone to survive it near the edge, but not likely. Combined with how I usually try to farm intact elerium (i.e., not crash UFOs), probably explains why I don&#039;t remember seeing anyone injured from crashing. &lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 17:48, 12 January 2007 (PST)&lt;br /&gt;
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Did some more testing, on a Terror ship. I made a savegame with a Terror Ship crash site not yet visited, then visited it 10 times, using XcomUtil&#039;s &amp;quot;lights on&amp;quot; switch. Some observations:&lt;br /&gt;
*Right Zai, there can be injured folks. Three times out of 10. One of these was stunned, even. Oddly, this stunned one briefly showed in the equipment pile at initial loadout(!), but disappeared from there once I finished the loadout (and appeared in the blast area).&lt;br /&gt;
*Dead or injured guys are always standing right next to a PS. There were always 1 to 2, dead or wounded. The PS they stand next to is random, out of the 4 on a Terror.&lt;br /&gt;
*Very very oddly: Out of the 10 reloads, &lt;br /&gt;
**4 had identical radius-3 UFO-floor-damage blast patterns centered on the top PS, like the first one described above. (The four includes that first one.)&lt;br /&gt;
**Four had an increased level of damage (floor damage radius 5), &#039;&#039;centered on the top PS, still&#039;&#039;.&lt;br /&gt;
**One had an even larger blast pattern of radius 8 or more; it could have been more, because it damaged the floor of the whole interior PS room, but did not extend past any of the walls (all were blown out). &#039;&#039;And it was still centered on the top PS.&#039;&#039;&lt;br /&gt;
**The final one had floor damage to radius 4, and was centered on the &#039;&#039;left&#039;&#039; PS.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t make any sense to me. *scratches head* Ok, that&#039;s enough for now. - [[User:MikeTheRed|MikeTheRed]] 19:22, 12 January 2007 (PST)&lt;br /&gt;
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So a Power Source explodes with a power = 190-199? As a quick calculation a while back, (see [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=148227 this post] for the specifics) I determined the PS has a strength of 200 on a desert landscape. Guess that desert tiles aren&#039;t sensetive enough to pick up on that 1-10 point difference in strength you calculated.&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to create your own ship designs with daishivas mapview program: just delete everything on the ground floor of a UFO and stuff a PS smack-dab in the middle. When you visit the crash site, all you see is either a PS (if it didn&#039;t explode) or a huge crater - lol.&lt;br /&gt;
&lt;br /&gt;
I wonder if BB&#039;s custom tile testing landscape could be tweaked to nail the power of the explosion down exactly? If not, I suppose I could edit the alien spawn points on a ship so that they are clustered around the PS. After properly editing alien stats of the race contained in the UFO, shoot the UFO down and visit it many times. Log the alien stats near the explosion over a few thousand reloads and we should have our answer (extrapolating damage to take the extra tile into consideration). Might need to call in a favor to BB for a &amp;quot;special&amp;quot; logger for this, but hey, it&#039;s possible. Heck, it may be easier to just edit the UFO floor tile properties to show this. ;) --[[User:Zombie|Zombie]] 23:13, 12 January 2007 (PST)&lt;br /&gt;
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[[Image:TestTerrCrash-1to4.png|right|thumb|200px|Type of Terror crash damage, n=10]] Hiya Z! Yes well... in the follow-up testing, it suggests that PS explosion strength is &#039;&#039;variable&#039;&#039;. But this (and the finding) don&#039;t make sense relative to what you might&#039;ve expected - i.e., just let some of the PSs blow up or not, at a fixed strength, with a probability of 70%. I get the feeling it may be jerry rigged in the code. Especially disconcerting is how there were bigger or smaller explosions - all centered on the top-most PS. 9 times out of 10.&lt;br /&gt;
&lt;br /&gt;
If it helps any, here&#039;s a montage of the four types of damage seen in those 10 samples. The radius-3-floor-damage (seen 4x) is in upper right, radius-5 middle right (4x), radius 8+ lower right (1x), and radius 4 left PS is on left (1x). You can clearly see how all three of the pix on the right are centered on the top-most PS; notice the explosion blockage &amp;quot;shadow&amp;quot; due to the other PSs in the pic on the lower right. (Did I get my math right, when I said the strength seems to be 190-199 for the pic in upper right?)&lt;br /&gt;
&lt;br /&gt;
I am so rusty on all the details of map editing. But if you can combine BB&#039;s numerical tiles with a UFO with no floor or interior walls, it should be good to go! Why not stick in more than one PS so we can see what it does relative to this head-scratcher of, is only one PS exploding, but with variable strength? A part of my head scratching is, with Battleships, it&#039;s clear that you don&#039;t always have only one PS explode. - [[User:MikeTheRed|MikeTheRed]] 09:13, 13 January 2007 (PST)&lt;br /&gt;
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Whether Medium Scout Navigation consoles survive a pre-BattleScape power plant explosion is inconsistent.  [It&#039;s relatively rare, but does happen.]&lt;br /&gt;
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-- [[User:Zaimoni|Zaimoni]], 9:25 Jan 11 2007 CST&lt;br /&gt;
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Huh, ok, I guess that means it can be variable even if there&#039;s only one PS. I had been thinking, maybe it was loading all the strength of multiple PSs blowing up, into that one PS that was blowing up, on the Terror Ship. (Did that make sense?) But if even a lone-PS ship has variability, that tells a lot about it. &lt;br /&gt;
&lt;br /&gt;
Hellfire and damnation, lol - [[User:MikeTheRed|MikeTheRed]] 17:45, 13 January 2007 (PST)&lt;br /&gt;
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&lt;br /&gt;
I&#039;ve done some testing with Supply ships - which has laid my confusion with Terror ships to rest. Obvious in hindsight, really... the first PS to explode on a Terror Ship &#039;&#039;destroys all the other PSs&#039;&#039; due to their proximity. This doesn&#039;t happen on a Supply ship, between the two &amp;quot;edge&amp;quot; PSs... which leads to some interesting pictures, when heavy blast damage is laid on other heavy blast damage. And yes, the explosion strength definitely seems to be variable. So, some things so far: 1) PSs appear to have a &amp;quot;designated order of explosion&amp;quot;, 2) blast strength is variable but quite high (enough to melt UFO floors), 3) if a PS explosion destroys other PSs, they will not explode (blush), and 4) the radius of the blast appears to be quite large.&lt;br /&gt;
&lt;br /&gt;
As for that radius, it&#039;s hard to pin down with these fairly indestructible floors and walls. It is probably less than 12, and my best guess ATM is 10. But it&#039;s hard, because it could be variable (including dependent on strength), and these UFOs don&#039;t give up secrets easily. Z, are you making a test setup? If so, I&#039;ll stop wasting my time. :-) - [[User:MikeTheRed|MikeTheRed]] 20:26, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Analyzing the various pix I&#039;ve collected shows PSs can have a blast strength of 180 to 240+ (!) Average HE. That 240 could have been anything up to 260, but was constrained by walls containing damage, etc. Initial UFO Floor armor is 80 and Dead Tile UFO Floor armor is 50, which would take 260 average HE in one explosion, but this was never seen, even in the 240+ HEs which destroy both the initial PS (50 armor) and the dead PS (70 armor). 260 HE is over the &amp;quot;theoretical&amp;quot; limit of 255 HE... We can&#039;t set weapons to higher than this, but that doesn&#039;t necessarily mean the game can&#039;t, somehow. (Can&#039;t damage to units exceed 255? Did you ever try a maxxed shot weapon vs. units with maxxed health and high armor, Zombie?)&lt;br /&gt;
&lt;br /&gt;
Another pic clearly shows that a PS blast of average HE 240 only has a radius of 10. Looks like 10 is the max radius for PS blasts. I say &amp;quot;max&amp;quot; because it may be smaller, if blast radius is linked to explosive strength, as it is for [[Explosions#Playing_With_Fire|projectiles]]. My initial impression is that PSs don&#039;t follow the blast pattern for any other explosives, though.&lt;br /&gt;
&lt;br /&gt;
If you are using numerical tiles Zombie, they should make things a lot clearer than I can. For one thing, I can&#039;t get exact numbers. And there are many restraints. But it must be a bit of work... you have to try to get a specific type of UFO to crash in a specific kind of terrain, right?&lt;br /&gt;
&lt;br /&gt;
FWIW I might point out that quite a few of the crashed Terror UFOs looked the same (only 4 unique configs out of 10), but all 5 of the Supply crashes were unique. I guess it underlines how severe the effect of immediately destroying the other PSs can be. Try to space your PSs 11 tiles apart, Zombie. :) Or not... either way informs or confirms theories.&lt;br /&gt;
&lt;br /&gt;
Interestingly, in one of my pix there is a Supply PS in the middle position that first got blasted from one side to a dead PS, then the death PS got vaporized from the other side.... and all that&#039;s left is the flames that come with a dead PS, laugh.&lt;br /&gt;
&lt;br /&gt;
Ok, that&#039;s enough for now - [[User:MikeTheRed|MikeTheRed]] 22:23, 13 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I have been rather busy the last couple days but I&#039;ll look into recreating a testing scenario with a custom UFO floorplan today. I think this will have to be a modified Battleship since that map has the largest editable area (30x30). However, BB&#039;s hacked desert landscape can only be used on scouts due to the MCD limits. A Large Scout will have to work for now (map size of 20x20). If I do not use BB&#039;s desert landscape (as may be necessary if we want to add extra Power Sources), I could probably create my own desert map (sans those nice numbers in BB&#039;s example) just to get an overview of the situation. All crashed UFO&#039;s will therefore have to be shot down over the desert landscape to see any changes to the terrain.&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t tried a maxed weapon strength with a subject having maxed armor and health yet. (I&#039;ll do this tonight to see what happens). However, if shot weapons follow explosive, then I&#039;d assume weapon damage can go above 255. (Remember my tests with the [http://www.strategycore.co.uk/forums/index.php?s=&amp;amp;showtopic=4546&amp;amp;view=findpost&amp;amp;p=55309 Blaster Bomb]? Subjects could receive more than 255 damage points with a direct GZ hit. The theoretical max  was 300 [200*3/2] while I observed a max of 298 over 55 trials). --[[User:Zombie|Zombie]] 13:26, 14 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Mike, you may want to take a look at the post I made [http://www.xcomufo.com/forums/index.php?s=&amp;amp;showtopic=242025161&amp;amp;view=findpost&amp;amp;p=163614 here].&lt;br /&gt;
&lt;br /&gt;
I ended up using BB&#039;s numerical tileset and a modified Medium Scout map for testing the blast strength of the PS. It worked really well.&lt;br /&gt;
&lt;br /&gt;
BTW, a Large Scout has a map size of 20x20 so by placing a PS at each corner of it the explosions shouldn&#039;t overlap. This may be handy for testing multiple explosions. 2 would work fine, but 4 PS modules could also be crammed on the map to check on overlap and/or the explosion order. --[[User:Zombie|Zombie]] 18:51, 17 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Thanks for that other post! It seems pretty clear that there&#039;s an explosion order. 9 times out of 10 probably isn&#039;t coincidence. But it could have been! Hehe - [[User:MikeTheRed|MikeTheRed]] 19:39, 17 January 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:&#039;&#039;Does anyone ever remember seeing aliens injured by crash-landing? In my vague recollection of times when I MC everything, they are all either fine, or dead, at crash sites... never injured.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I&#039;ve seen injured aliens from pre-BattleScape power plant explosions. They&#039;re generally toast if the walk into a fire :( [This is from studying XCOMUtil reports at DIS:2.] It&#039;s more common with Large Scouts, but not unthinkable with crashed Terror Ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably the reason for this dichotomy is people are thinking too advanced - as if the game simulated the explosion while in the air when the UFO was intercepted. What most likely happens is the game spawns all the aliens in their starting points around the map, then fires the explosion. So only the aliens that are in the ship, near the PS, can be damaged or injured, where more realistically you might expect more to be in the vicinity (especially for medium scouts of course). Clearly this means the amount of injured aliens is going to tend to be very low compared to more realistic expectations.&lt;br /&gt;
&lt;br /&gt;
Especially with the smoke of the explosion still around you could interpret this as the power systems have an emergency shut off when they are too damaged, which causes the crash, and the explosion only happens when they try to restart the engines/PS before they are fixed when the detect your team landing in the area, hence the explosion happening in the alien turn before you land. --[[User:Sfnhltb|Sfnhltb]] 10:46, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Elevator Shielding ==&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;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Biological_Warfare_(Apocalypse)&amp;diff=14003</id>
		<title>Talk:Biological Warfare (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Biological_Warfare_(Apocalypse)&amp;diff=14003"/>
		<updated>2007-11-21T01:04:05Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much damage does Toxin C do to humans, as compared to the Devastator? A while back, I examined the values for damage modifiers (in Apoc&#039;d, I think), and it seemed that Toxin C does significantly more damage (per second) against an unarmored human. This does not seem right. :( - [[User:NinthRank|NinthRank]] 21:32, 19 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know how it works, but I&#039;m thinking that the game has an additional damage modifier that it applies to toxin and anti-alien gas damage after it determines if the unit is an alien or otherwise. With gas, it just deals no damage (you hear it working though with the cracking noise). Toxin rounds might just be multiplied by something like 0.05 or 0.1 to drop its damage down to a small level. But again, that&#039;s just a wild guess. Some real data might be handy though. - [[User:NKF|NKF]] 22:09, 19 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Which is generally what Apoc&#039;d reports; all damage modifiers are editable there. - [[User:Zaimoni|Zaimoni]] 8:27, 20 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, Apoc&#039;d says that humans take 25% damage from all toxins and 100% damage from disruptor weapons. That means that Toxiguns with C-Clips do 85 * 0.25 * 4.50 = 95.625 damage per second (on average, I think, I am not sure how damage really works), while Devastator Cannons do 70 * 1.00 * 0.90 = 63 damage per second. Against armor, Toxiguns would be even better because they do 30% damage against all X-COM-wearable armors. Still, typical human enemies do not wear armor. None of this takes into account the accuracies of the guns or the fact that Devastators can be dual-wielded on full-auto but Toxiguns cannot.&lt;br /&gt;
&lt;br /&gt;
According to this, Toxiguns should out-perform Devastators in all situations, but testing against a Disruptor-Armored Agent with two shields and 100 health, both weapons performed the same, killing in approximately ten seconds.&lt;br /&gt;
&lt;br /&gt;
So... this is all very confusing to me! - [[User:NinthRank|NinthRank]] 17:04, 20 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Biological_Warfare_(Apocalypse)&amp;diff=14000</id>
		<title>Talk:Biological Warfare (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Biological_Warfare_(Apocalypse)&amp;diff=14000"/>
		<updated>2007-11-20T05:32:23Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Toxin C &amp;gt;? Devastator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much damage does Toxin C do to humans, as compared to the Devastator? A while back, I examined the values for damage modifiers (in Apoc&#039;d, I think), and it seemed that Toxin C does significantly more damage (per second) against an unarmored human. This does not seem right. :( - [[User:NinthRank|NinthRank]] 21:32, 19 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fusion_Ball_Launcher&amp;diff=13983</id>
		<title>Fusion Ball Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fusion_Ball_Launcher&amp;diff=13983"/>
		<updated>2007-11-16T23:31:49Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Added note about usefulness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:fusionballlauncher.png|right|Fusion Ball Launcher]]&lt;br /&gt;
The &#039;&#039;&#039;Fusion Ball Launcher&#039;&#039;&#039; is available after [[research]] is completed on the [[Blaster Launcher]] and [[Blaster Bomb]].&lt;br /&gt;
&lt;br /&gt;
Fusion Balls are without a doubt the most devasting weapon available for use on X-COM [[craft]]. They also have the greatest range of any X-COM craft weapon, standing at 65 km.&lt;br /&gt;
&lt;br /&gt;
However, the drawbacks associated with Fusion Balls far outweigh the advantages. There is only enough room on each hardpoint to load two fusion balls into each launcher, for a total of four shots. Against most UFOs, this is more than adequate; but against alien [[Battleship]]s, your craft will likely run out of ammunition before bringing it down.&lt;br /&gt;
&lt;br /&gt;
The other major drawback is, surprisingly, the range of the weapon. Although it has the greatest range of all X-COM craft weapons, it is only equal to the range of the main weapon on an alien Battleship. Given that the next best craft weapon (the [[Plasma Beam]]) can outrange all other UFOs except Battleships, has a greater number of shots per use, and has a much faster reload time, there is no practical advantage to using Fusion Balls as a craft weapon.&lt;br /&gt;
&lt;br /&gt;
Despite these disadvantages, however, Fusion Balls are not quite useless. One strategy for intercepting Battleships involves attacking them with four [[Interceptor]]s &amp;amp;ndash; all armed with Fusion Ball Launchers &amp;amp;ndash; simultaneously. Additionally, [[Manufacturing Profitability#Laser Cannons vs. Fusion Ball Launchers|a bug]] present in most versions of X-COM causes Fusion Ball Launchers to be even more profitable for manufacture than [[Laser Cannon]]s.&lt;br /&gt;
&lt;br /&gt;
Quite apart from all of that, the manufacture of Fusion Balls for use with the launcher requires [[Elerium-115]], a very rare and valuable resource. Each Fusion Ball manufactured requires 4 Elerium units.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing Requirements ==&lt;br /&gt;
=== Fusion Ball Launcher ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Engineer Hours:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost per Unit:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;242,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Workshop Space required:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fusion Balls ===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Engineer Hours:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost per Unit:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Workshop Space required:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raw Materials:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x [[Elerium-115]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;230&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Range:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65 km&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Accuracy:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reload Time:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 seconds&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shots:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ammunition Used:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fusion Balls&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the Accuracy given in the in-game UFOPaedia is incorrect; two independent code digs have confirmed these are the correct accuracies for the craft weaponry. &lt;br /&gt;
&lt;br /&gt;
[[Category:Craft_Armaments]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ExploitsA&amp;diff=13967</id>
		<title>ExploitsA</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ExploitsA&amp;diff=13967"/>
		<updated>2007-11-14T01:48:42Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Free Ammo for Tanks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Free ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Extra Ammo Collection===&lt;br /&gt;
&#039;&#039;&#039;NOT FINALISED - WHAT IS THE VERDICT??&#039;&#039;&#039; &amp;lt;br&amp;gt;Any partly-used clips will be discarded at the end of combat.  However, in DOS versions of X-COM, partly-used clips (in X-COM or alien weapons) will be kept as full clips if they are unloaded from the weapon before the end of combat.  [[XcomUtil]] also has an option to let you bring back to base any partly-used clips in weapons.&lt;br /&gt;
* Full ammo clips (loaded and unloaded) are always kept&lt;br /&gt;
* Partial ammo clips loaded in a weapon are never kept&lt;br /&gt;
* Partial ammo clips unloaded are kept ONLY in the DOS version&lt;br /&gt;
===Free Ammo for Tanks===&lt;br /&gt;
&lt;br /&gt;
Any Heavy Weapons Platform (HWP) or Submersible Weapon System (SWS) at a base under attack will always receive a full complement of ammunition at the start of the battle, regardless of the actual level of tank ammunition in storage.&lt;br /&gt;
&lt;br /&gt;
When that base comes under attack from an alien retaliation mission, tank ammunition will first be drawn from stores. If there is insufficient ammo to fill the magazines of any tank participating in the battle, base insurance will cover the expenses and the remainder of the ammunition will be granted for free for the purpose of defending the base.&lt;br /&gt;
&lt;br /&gt;
The tanks receive ammunition for free only on base defense missions; because you are prohibited from assigning partially loaded tanks to transports, you cannot get free ammo any other way. Once the base defense mission is complete, the munitions are returned to your general stores, after which you can sell them or transfer them to another base.&lt;br /&gt;
&lt;br /&gt;
Use this exploit when you have many Hovertank/Launchers since the ammo uses Elerium, is extortionately expensive, and takes time to manufacture. Do not hesitate to use as much or as little as you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To get the most from abusing this exploit,&lt;br /&gt;
* do not stock any HWP ammo at the tank&#039;s home base.&lt;br /&gt;
* transfer out all HWP ammo to the base which consumes it on missions.&lt;br /&gt;
&lt;br /&gt;
NOTE: You &#039;&#039;&#039;must&#039;&#039;&#039; have at least one soldier at your base to start a base defense mission. You cannot defend it using only HWPs.&lt;br /&gt;
&lt;br /&gt;
===Free Manufacturing===&lt;br /&gt;
When starting the process to [[Manufacturing|manufacture]] an item, you typically assign some engineers to build a quantity of items. As soon as you click OK, you&#039;ll pay the costs for that first item, and any subsequent ones, to be built.&lt;br /&gt;
&amp;lt;br&amp;gt;To have an item manufactured for free, do not allocate a quantity for production. Leave it at zero. When you confirm that zero quantity production queue by clicking OK twice, any engineers assigned (if you put them to work) for that production sequence are made idle. Now go back to that zero production queue and make a build quantity of one (ie: build &#039;&#039;&#039;only one&#039;&#039;&#039; item). Assign some engineers to that project and click OK. You will now build that item for free and without using any raw materials, however, if you build the second item from the same production sequence, you&#039;ll pay for its manufacture and use up some raw materials. To get the most use of this exploit, repeat the steps each time you want to manufacture one item for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;WARNING&#039;&#039;&#039; There is a minor bug which is connected to this exploit. Read about it here: [[Known_Bugs#Cancel_Manufacturing_Bug|Cancel Manufacturing Bug]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Tanks and craft weapons seem to have the [[Manufacturing_Profitability#Profit_tables|biggest profit margins]] if you want to make big dollars from sales. You can apply this exploit to any item which you can build, including craft if you have a free hanger. &amp;lt;br&amp;gt;NOTE: to start manufacture of items that require raw materials (such as Elerium/Zrbite, Alien Alloys etc.), you must have the required resources at the base to actually begin production regardless if you plan in using this exploit, or not.&lt;br /&gt;
&lt;br /&gt;
===Free Wages===&lt;br /&gt;
At the end of the month, your soldiers, scientists and engineers collect [[Hiring/firing|their pay]]. If any person is in transit, they will not be paid.&lt;br /&gt;
&amp;lt;br&amp;gt;Use this exploit save money by transfering your personel just before the end of the month. If you transfer scientists and engineers to bases that have labs and workshops and sufficient living space, they can start working as soon as they arrive and you have assigned them to a task.&lt;br /&gt;
Leased craft (Interceptor, Skyranger, Barracuda, and Triton) also have expenses which are paid at the end of the month, however, you will still pay for these since this exploit does not work for craft.&lt;br /&gt;
===Infinite Fuel===&lt;br /&gt;
If you transfer a craft, when it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL). If you launch your craft for a mission (any mission will do) its fuel gauge will still be empty. Your craft now has an infinite fuel load.&lt;br /&gt;
&amp;lt;br&amp;gt;To abuse this exploit, loadout your craft with weapons (dual Plasma Cannons/Sonic Oscillators are recommended) and wait for &amp;quot;Ready&amp;quot; status. Transfer the craft to another base. After it arrives, select a random point on the globe away from its home base and have it patrol that waypoint. When you engage a UFO with this craft, after combat it will automatically head back home. If it lands back at base, it will refuel and you will lose your infinite fuel bonus. Do not let it return to base by ordering it to patrol another waypoint immediately after combat. Obviously, if your craft has run out of ammo it must return to base, which you could once again repeat the steps of this exploit for more infinite fuel.&lt;br /&gt;
===Phantom Radar Trick===&lt;br /&gt;
The radar coverage of your base is calculated only when a module is constructed at your base. Therefore, once you have a radar built, you can dismantle it, and your base will continue to retain the detection abilities of that radar until you order another base module of any type to be built. This allows you to make your base slightly smaller than it would be otherwise.  However, the practicality of this bug is small, because the maximum maintenance for a radar is 35K per month for the Hyper-Wave Decoder, and dismantling the radar will trigger the [[Known Bugs#Paying For Dirt|Paying For Dirt]] bug.  And if you attempt to rebuild over the square to avoid said bug, you will lose the Phantom Radar.  So this exploit is only useful if you have spare cash and need a slightly smaller base.  More data in in [[User Talk:NKF | NKF:Talk]]&lt;br /&gt;
===UFO Redux===&lt;br /&gt;
It is possible to collect loot from the same UFO two or even three times (similar to &amp;quot;milking&amp;quot; an [[Alien Base]]).  If you perform a [[UFO Ground Assault]] and abort the mission before killing all the aliens, the UFO will have all its aliens and equipment restored, even if you took or destroyed its [[Elerium]].  (Bring all captured equipment/corpses back to the transport and unload the alien guns if you wish to recover the clips). If the UFO has another landing scheduled, it will meander around until it reaches its second landing point, at which point you can perform another ground assault.  Once a UFO has no further landings scheduled, it will head off at top speed.  If you have a fast enough craft, you can shoot it down and perform an additional [[UFO Recovery]] on it.&lt;br /&gt;
===Score Points For Free===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: You are crashing the game on purpose to make this exploit work. Read this [[Exploits|WARNING]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;works only with the DOS versions of UFO:EU and TFTD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The way this all works is based on the previous tactical in which you went really well and completed it. If the current tactical mission you are on does not go well, press CTRL-C. What has just happened is your current mission has ended with the results of the previous mission. That is, the score, items, corpses, Elerium/Zrbite, and stat increases are carried forward to this mission, from the last. Soldiers will get experience again even if they didn&#039;t come on this current mission and are back at base.&lt;br /&gt;
&amp;lt;br&amp;gt;What is &#039;CTRL-C&#039;?&lt;br /&gt;
&amp;lt;br&amp;gt;Xcom1 and Xcom2 are DOS games (&#039;&#039;&#039;D&#039;&#039;&#039;isk &#039;&#039;&#039;O&#039;&#039;&#039;perating &#039;&#039;&#039;S&#039;&#039;&#039;ystem, not denial of service). A command used in DOS is &amp;quot;break&amp;quot; which is keyed in as CTRL-C. What this keypress does is halt the current process. Xcom1 &amp;amp; 2 have a failsafe to &amp;quot;crashing&amp;quot; by returning to the previous &amp;quot;good&amp;quot; process, which was a completed tactical mission.&lt;br /&gt;
&amp;lt;br&amp;gt;How to Cheat?&lt;br /&gt;
&amp;lt;br&amp;gt;Setup: Do a tactical mission with a landed (not crashed) Battleship. Avoid using any weapons that consume ammo (including the tank). Make sure no soldiers die, or tanks. Don&#039;t use any grenades, clips, etc. Try to do this mission in a &#039;bean counter&#039; mindset. On the very last turn of the mission (you need to guess it), save your game in a new slot, and then don&#039;t overwrite it from here on. Now end the tactical mission normally and continue to play your game normally as well.&lt;br /&gt;
&amp;lt;br&amp;gt;Using It:&lt;br /&gt;
&amp;lt;br&amp;gt;Later on when you do your next tactical mission and are able to move your guys off the craft, just press CRTL-C. The mission now ends with the results from the Battleship tactical mission. The battleship mission was stored in a folder which is not overwritten when you save your game. It is only overwritten after a tactical mission has been terminated (either from abort, total loss, or from winning). You have just received the score and equipment from a previous mission!&lt;br /&gt;
&lt;br /&gt;
NOTES:&lt;br /&gt;
* If you press CTRL-C without ever having been to a tactical mission, you will get an error. Read about it here: [[Known_Bugs#Big_Text_Bug|Big Text Bug]] &lt;br /&gt;
* If you terminate a tactical mission by accident (by winning or losing - doesn&#039;t matter), the results of this current mission will be stored in the [[Saved_Game_Files#Missdat_Files|&amp;quot;MISSDAT&amp;quot; folder]], overwriting the previous tactical mission stored there. To get your Battleship mission back, save the game in your usual spot (you should be back in geoscape view if you have just completed your (accidental) mission). Load the Battleship mission, then end it successfully. The mission results are now refreshed in the MISSDAT folder. Now load your game normally (from the usual spot) and keep playing as per usual. When you next play a tactical mission, just press CTRL-C.&lt;br /&gt;
* If you use this exploit regularly, you&#039;ll find that your score goes up very quickly (just like used space in General Stores). Be ready to face more agressive aliens, and more agressive actions (base attacks) from the race of aliens present on that battleship tactical mission.&lt;br /&gt;
* Use of this exploit would be best when you still have all the Xcom agents that participated on the original mission. Experience is wasted if most of the agents are dead (it doesn&#039;t matter if they are in hospital or at a different base,  they&#039;ll still get experience), so to get the most benefit from using this exploit, either make new a tactical mission with some of your current seasoned agents, or try not to kill off/sack anyone from the original mission.&lt;br /&gt;
* &#039;&#039;&#039;Big Cheat:&#039;&#039;&#039; Sometimes the icon denoting a crashed UFO/USO does not disappear from the geoscape view after ending a mission using the CTRL-C method (Intact alien craft will usually take off after the first visit). This means that you can revisit the crash site again and again and rack up a ridiculously large score for the month. If you have multiple multi-role craft (such as the [[Lightning]] or the [[Avenger]]), then you could have a constant stream of craft visiting the crash site!&lt;br /&gt;
* You don&#039;t need to use a battleship specifically. You can start using this CTRL-C exploit after the very first tactical mission once it completes. It also doesn&#039;t matter what type of mission is in the MISSDAT folder. You can use base attacks, alien base assaults, terror sites, etc. as your previous mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; You are crashing the game on purpose.&lt;br /&gt;
&lt;br /&gt;
Due to such drastic methods to cheat, the game may behave strangly (resurrected soldiers, wrong calculations of experience, invunerable crash sites etc.) and it may corrupt files. If you choose to use this exploit, then save your game before you use it, then save your game again IN A DIFFERENT SPOT after you have used it. No one is forcing you to use this cheat, so you decide if you want to risk it.&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=13966</id>
		<title>Talk:Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=13966"/>
		<updated>2007-11-14T00:57:14Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Bug not listed: Missing soldiers during base defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
We should for historical reasons outline the &amp;quot;Difficulty Bug&amp;quot; that [[XcomUtil]] has saved most of us from. Any takers? --[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
That would only require two or three short lines. Something like this: &lt;br /&gt;
&#039;&#039; &amp;quot; Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. XcomUtil performs a very minor tweak that corrects this problem. This bug was officially fixed in the Collectors Edition Windows port (also commonly known as UFO Gold). &amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or perhaps something a bit more succinct, and with less commas. Ha! &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
This is a technical bug that doesn&#039;t happen to everyone and one this article wasn&#039;t really meant to chronical - but we won&#039;t turn away helping a fellow player if it can&#039;t be helped. It&#039;s just that there are so many random crash points in this game that it would take far too long to find them all or come up with solutions for them. &lt;br /&gt;
&lt;br /&gt;
Certainly, the transfer crash can happen to some players, but it&#039;s not one that can be reproduced easily. It&#039;s just like the random crash that some players get when they research a floater medic. It crashes the game for some of us, but others don&#039;t seem to notice it at all. &lt;br /&gt;
&lt;br /&gt;
It really depends on your hardware and OS setup, whether or not your copy of the game is damaged or your savegame is damaged, etc. &lt;br /&gt;
&lt;br /&gt;
Does it happen in all games or just this one savegame? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== &amp;quot;Invisible Muton&amp;quot; bug ==&lt;br /&gt;
&lt;br /&gt;
Upon shooting repeatedly a Muton, it sometimes plays its &amp;quot;death&amp;quot; animation without sound (as if falling unconscious) and it is no longer displayed in the screen, while remaining visible to my soldiers (I can center the screen and the cursor appears yellow over them). Under this state, they cannot be targeted by Stun Rods. They may play their death animation anytime they get shot, until they truly die, when they emit their characteristic sound and leave a corpse (along with any items carried).&lt;br /&gt;
&lt;br /&gt;
I&#039;m quite fond of laser weapons, maybe this happens more often with those.&lt;br /&gt;
&lt;br /&gt;
Also, though I remember experiencing this quite often fighting Mutons,  it may happen to any other high health race.--[[User:Trotsky|Trotsky]] 02:59, 2 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Never seen that one myself. Another &amp;quot;unpatched game&amp;quot; thing maybe?&lt;br /&gt;
&lt;br /&gt;
There&#039;s a (very rare) bug that allows your soldiers to live if they become stunned by an explosion that happens to kill them. Sometimes the game will register their death, and THEN register that they&#039;ve been stunned. In every case I&#039;ve seen this happen, however, the unit will have such a low amount of health that a single fatal wound will render it dead (again) on the next turn. I have a vague memory that other players may have been able to get a medkit to the scene on time...&lt;br /&gt;
&lt;br /&gt;
I dunno if that&#039;s related to your issue at all (I doubt it, but... meh). I&#039;d advise using a Mind Probe on the alien the next time it happens so you can check the aliens stun/health levels.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m pretty sure I&#039;ve seen this with Mutons. Possibly Chrysallids as well, another high health, high armor creature. They were still readily killed by shooting the place they are. Good thought on the MP, BB&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 08:51, 2 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been known to have a dying muton(in fire) to spin around and then switch to the female civilian death animation. With the scream and everything. Even got a civilian death registered at the end of the mission. And this didn&#039;t just happen once, but on another separate occasion.&lt;br /&gt;
&lt;br /&gt;
Hmm. shape-shifting reptilians in the game! LOL! Happens alot [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unusually enough, I once had a sectopod die and then drop a tank corpse. I was using the Lightning at the time for my troop carrier, so you can imagine my surprise. &lt;br /&gt;
&lt;br /&gt;
Then there was one occasion where a floater dropped a snakeman corpse. Let&#039;s not even get into the sort of things the aliens like to stuff themselves with. &lt;br /&gt;
&lt;br /&gt;
Your invisible alien bug is quite common, although there appears to be many causes for it. I think one involves a full object table when it comes to invisible aliens in bases. But it can also happen in ordinary missions as well. I&#039;m guessing the game may have tried to do something in the wrong order, and sprite information for the unit may have been lost or corrupted along the way. &lt;br /&gt;
&lt;br /&gt;
Having had an experience where all the chryssalids become invisible in one base defence mission was quite a shocker. I fixed this by saving the game, quitting and then restarting the game. If you ever get an invisible alien again, try this and see if it helps. If it doesn&#039;t, well, just keep a careful watch on your map and any alerts that pop up as you play. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a similar but less severe bug where a dead alien will still leave its centre-on-unit alert button, but this goes away shortly after you move or turn. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That last bug happens when exploding Cyberdiscs kill nearby Sectoids, doesn&#039;t it?--[[User:Trotsky|Trotsky]] 23:56, 2 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is a pretty easy one. I guess this bug occured on UFO recovery on a battleship, an alien base assault or a base defense mission? As soon as there are too many items on the map, the game saves some item slots for the equipment to be displayed (since it is more valuable and more important to research). This would also make stun weapons lethal if the stunned aliens would vanish. therefore the game has a failsafe if an alien is stunned (or badly wounded and becoming uncontious). The downed alien&#039;s stun level is set exactly on its left health points therefore resurrecting it instantly. This cycle is broken when the alien is finally killed. This means if you want to stun an alien in such a situation you have to destroy some items first.&lt;br /&gt;
&lt;br /&gt;
- by tequilachef (April 4th 2007)&lt;br /&gt;
&lt;br /&gt;
== Vanishing snakemen ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve known snakemen to become invisible when standing on a hay bale. On the first occassion I had a poor tank getting shot while spending numerous turns looking for it. On the second occasion I had an alien under Psi-control, left it on the hay bale, and couldn&#039;t find it next turn. - Egor&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This is not limited to snakemen. Hay bale block visibility quite much when a unit is standing on it. Two possible solutions:&lt;br /&gt;
- Destroy the hay before entering&lt;br /&gt;
- Shoot at the hay. If it is destroyed any unit on it will become visible (as long as no other bales are blocking the line of sight). You might also hit the enemy directly.&lt;br /&gt;
&lt;br /&gt;
I Dnt know if the aliens are affected by this diminished sight, too. My guess would be no.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 4th, 2007)&lt;br /&gt;
&lt;br /&gt;
== Blaster Bomb Bug ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m currently playing through X-com UFO Defense, I have the collectors edition version.  I&#039;m in the process of trying to catch a live alien commander and the blaster bomb bug is making this very difficult.  If i remember correctly a commander is always in the command center of the the alien bases.  The problem is anytime i get close there is always a dude with a blaster launcher up there that tries to kill my troops.  When they try to fire it down at me the bug kicks in and they blow up the whole command room and all the aliens in it because they can&#039;t figure out how to get the blaster bomb down the grav lift thing in there.  This is making it very dificult to actually catch a live commander.  Anyone have any ideas for tactics or anything to breach that room without the aliens trying to fire a blaster launcher up there? - eL Hector&lt;br /&gt;
&lt;br /&gt;
: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Disappearing Ammunition ==&lt;br /&gt;
&lt;br /&gt;
I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing.&lt;br /&gt;
[[User:Vagabond|Vagabond]]&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Just run a test using my 1.4 DOS version with XComUtil but my stun bombs didn&#039;t disappear: 30 + 1 back in the base they came from, same number after I went tactical and I dusted-off immediately. Are you running XComUtil with Runxcom.bat or did you simply run Xcusetup?&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 22:12, 22 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Is it a case of hitting the 80-item limit?--[[User:Ethereal Cereal|Ethereal Cereal]] 12:28, 23 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
With runxcomw.bat, as everytime. Apologies, I retested and it seems like I was mistakened, but I could have sworn that I lost them dang stunbombs. Had to manufacture some. I will test some more, using four heavy weapons and seeing whether their ammunition disappears at all. Thanks. [[User:Vagabond|Vagabond]]&lt;br /&gt;
&lt;br /&gt;
==MC at end = MIA?==&lt;br /&gt;
&lt;br /&gt;
I am sure I have seen this again recently, where I won a mission with no casualties (I thought), but the last thing I killed was a Commander that had been chain MC&#039;ing a psi-attack-magnet trooper, and that trooper was listed as MIA at the end (presumably because he was on the enemy side at the end of combat). Is this a bug, or is there another way to get MIA&#039;s on a completed mission that I might have missed?&lt;br /&gt;
&lt;br /&gt;
Since then I have been waiting for the leaders to panic at the end before killing them (or waiting for a rare resist), so I can safely exit, but am I being overcautious?&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 13:45, 27 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
If the trooper was mind controlled on the turn you killed the last alien it will be listed as MIA. No bug there :) &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Huh, why would that happen - your soldier should recover the very next round, why would he go MIA?&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 18:20, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Doesn&#039;t make sense to me as well but that&#039;s how the game works. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 15:05, 2 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that regaining control of units under enemy mind control works different for alien and human players. My guess: aliens under human MC are reverted to alien control AFTER THE ALIEN AND BEFORE THE HUMAN TURN while human units under alien control are reverted RIGHT AT THE BEGINNING OF THE HUMAN TURN. This explains three different phenomenons:&lt;br /&gt;
&lt;br /&gt;
- The discussed MIA &amp;quot;bug&amp;quot; (he unit would be returned in the next human turn, but since it never starts it is lost. The mission is still won since no unit with a &amp;quot;genuine alien&amp;quot; marking is left)&lt;br /&gt;
&lt;br /&gt;
- The fact that a mission is lost when the last human falls under MC while it is not won when this happens to the last standing alien (the aliens get their unit back before their turn starts and therefore have a unit left to pass the &amp;quot;anyone alive?&amp;quot; check, the humans would have no unit left to start a turn with. They WOULD have as soon as the turn starts, but no unit left before turn means bust)&lt;br /&gt;
&lt;br /&gt;
- The fact that aliens still can see all an MCed human saw at the end of the human turn that follows the MC while this is not vice versa (The MCed human can give information to the alien side before reverted while an MCed alien is reverted too early). The result is that aliens can control a human indefinitely without having any alien seeing him until the MC is disrupted for one turn.&lt;br /&gt;
&lt;br /&gt;
All confused? Then I did a good job! No seriously, this must be the explanation, I couldn&#039;t think of any other way.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 4th, 2007)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You&#039;re absolutely correct on the first two points. It&#039;s a sequence issue - you never get round to recovering the unit before the new turn starts, so you end without any units whatsoever. Makes senses too since the aliens would continue to continue to mind control that same unit over and over indefinitely. &lt;br /&gt;
&lt;br /&gt;
: The third point however: The aliens don&#039;t need to know the location of the last MC&#039;d unit. They know the location of all your troops  whether they&#039;ve seen them or not from the very start. They appear to give you a few turns of grace where they won&#039;t attack you outright (unless, from my observation, all your soldiers are incredibly weak). This is evident because all of the aliens will eventually make their way towards the nearest soldier even though their movement pattern may seem semi-random. Also, they know where you are because they can initiate psionic attacks without having seen any of your troops. They generally go after the weakest troops first.  &lt;br /&gt;
&lt;br /&gt;
: Just to add a semi-related point, but from the alien&#039;s perspective. If an MC&#039;d alien unit is in the exits when you abort the mission, this alien is not recovered and in fact simply vanishes. Any equipment it was carrying is recovered, unknown artefacts or otherwise. You could possibly think of this as their version of MIA. However, the aliens differ ever so slightly in that if it&#039;s the last alien standing and under temporary mind control by the player, the mission doesn&#039;t end straight away. But I guess this is only because the player has everything under control, whereas in the other scenario, the Ai is in control. &lt;br /&gt;
&lt;br /&gt;
: -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Crash Site in the atlantic ocean ==&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, my game generated a crash site on water. Here are the details:&lt;br /&gt;
&lt;br /&gt;
- Crash Site a bit southeast of the USA (which was infiltrated a few days before by sectoids, resulting base had already been taken out), but certainly not on land.&lt;br /&gt;
&lt;br /&gt;
- UFO: battleship, floater, alien harvest&lt;br /&gt;
&lt;br /&gt;
- Geoscape: 8 X-Com Bases, 1 (known) Alien base, 2 other crash sites, 1 other (known) flying UFO (though almost worldwide decoder coverage), 3 X-Com Crafts out, 1 waypoint&lt;br /&gt;
&lt;br /&gt;
- Date: January 2000&lt;br /&gt;
&lt;br /&gt;
- Most Interesting: The Craft that downed the ship was a recently finished Firestorm (first human-alien hybrid craft I had built, I know this is lame for that date. Limited myself on 25 Scientists to improve the challenge) equipped with twin plasma. I had it built and equipped in Antarctica and then transferred to Europe. This base had no Elerium, a fact that enabled me to use the infinite fuel exploit which was in effect when downing the UFO. My craft was only slightly damaged when doing so. The battleship was the first target assigned to the craft, it came directly from my base. &lt;br /&gt;
&lt;br /&gt;
- When shot down, the UFO was not targetted by any other craft.&lt;br /&gt;
&lt;br /&gt;
- I had not lost or sold a single craft to that point.&lt;br /&gt;
&lt;br /&gt;
- When sending a squad to the crash site the game didn&#039;t crash but generated a farm land ground combat terrain.&lt;br /&gt;
&lt;br /&gt;
- I was not able to reproduce the bug from the savegame dated 2 hours before downing the UFO&lt;br /&gt;
&lt;br /&gt;
Well guys, any intelligent guesses? I still have the savegames (before and after downing)! If you want to have a look, write here.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 5th 2007)&lt;br /&gt;
----&lt;br /&gt;
: Well I&#039;m sure you know about crash sites that are near land can sometimes actually be on water, so I&#039;m going to assume that this site is well far away from any land mass. Could it be a weird entry in GEODATA\WORLD.DAT that has a land mass out in the ocean? Also are you sure the game didn&#039;t crash? Sometimes when it does it will load the previous mission (and usually 90% are at farm terrain). Are you sure it generated a new map and not load the last one?&lt;br /&gt;
:No real guesses but maybe some starting points to look at. I&#039;ve probably stated some obvious situations you know about and have accounted for, but it never hurts to double check :D&lt;br /&gt;
- [[User:Pi Masta|Pi Masta]] 14:23, 5 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inconsitencies in MCing Cyberdiscs and Sectopods ==&lt;br /&gt;
&lt;br /&gt;
I experienced, that when MCing one quadrant of a large terror unit any action it does only affects this quadrant (especially use of time units). That means, when TUs are up for one part, MC another one and continue firing. This however does not work out when moving the unit while it is not under complete control. The TUs used up by the resulting reaction fire from the rest of the unit is also deducted from the TUs &amp;quot;your&amp;quot; part has left (making it impossible for the controlled parts to return fire). This however only happens under reaction fire, not if &amp;quot;your&amp;quot; part fires on it&#039;s own. I don&#039;t know if this comes up when uncontrolled parts shoot by themselves in the alien turn, since this is hard to find out.&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because large units literally are made up of four separate units. They only share the same set of general stats (in unitref.dat). Unfortunately the &#039;under mind control flag&#039; is unique to the four units, not the shared stats! So you in effect have multiple units under different control sharing the same stats. So if you move and it results in a reaction from the unit, it will spend the TUs you&#039;re using.  &lt;br /&gt;
: Successful mind control automatically fills up the unit&#039;s TUs, so each mind controlled sector gets to move or attack again until there are no more sectors to mind control. Useful way of turning reapers into long range scouts! &lt;br /&gt;
: In TFTD, they attempted to fix this bug, but in fact made it much-much worse! The only way to mind control the unit properly is to control the upper left quadrant. Only! Any other quadrant will result in a partial (clockwise) control, and you may gain control of units other than that unit, or may even get into situations where you gain permanent &#039;partial control&#039; of a large unit you haven&#039;t even sited. Wackiness all around! &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Facility Dismantle Bug ==&lt;br /&gt;
&lt;br /&gt;
Boba: I&#039;ve never experienced this bug myself in all my games in the Collectors Edition. It may very well vary from computer to computer. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]]&lt;br /&gt;
:I, however, have experienced it.  I lost an entire month&#039;s worth of playtime because I couldn&#039;t solve it. [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
::Anyone, any ideas on why it might vary from PC to PC? -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d check other factors before blaming a given system. Assuming no mods are being used the most obvious is the order in which you initiated the construction of the modules. Then we&#039;ve got which one was due to be completed first, and I&#039;m sure there&#039;s a few other things to test out. Usually, a player won&#039;t cancel in-progress modules on a regular basis, so you wouldn&#039;t expect this bug to turn up often. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Manufacturing Limit Bug ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Mike, no you did not get it correct.  It is the raw number of hours needed to complete the project, not the projected hours.  I discussed this on the X-Com Forums a few months back at the following link: http://www.xcomufo.com/forums/index.php?showtopic=242027760&amp;amp;st=0&amp;amp;#entry164411&lt;br /&gt;
&lt;br /&gt;
I did tests at the time in regard to the accuracy of the data given there, but I&#039;ve lost the results.  I&#039;ll quickly redo the tests in the next hour or so. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:00, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests complete.  The breakpoints for every item were exactly where I predicted, regardless of number of engineers assigned.  (I ran up a huge queue of items at my dedicated factory base on an old game, and then assigned whatever engineers would fit onto one project at a time, canceling projects as data was confirmed.  This is only semi-random, but it serves our purposes.)  I did run into a single issue, though.  It appears that despite having 5 empty hangars at a (different!) base, the workshop there could not queue up more than 3 of any one craft at a time, thus making this bug impossible to replicate with the Firestorm or Lightning, as you must be producing more than three for the bug to occur.  However, it still works with the Avenger.  Later, I shall see about constructing a dedicated Hangar base with 7 hangars in order to attempt to replicate the bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:33, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sounds great, Arrow. Why not post a simple example that shows how the problem works. As in, &amp;quot;with 1 Eng and 2 Avengers you might think X, but no, it&#039;s Y&amp;quot;. And please delete my example. And it&#039;s a fine pleasure to meet you! Cool - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::When you say the usual resources are used by the &amp;quot;lost&amp;quot; resources, that includes cash, right? It sounds like if you&#039;re willing to foot the extra bill [[Buying/Selling/Transferring#Manufacturable_Prices|money/component-wise]], this could be used to build Avengers slightly faster then normal.&lt;br /&gt;
&lt;br /&gt;
::: The usual time is 34000 hours. Double that and subtract 65535 and you&#039;re left with a paltry 2465 hours. Even a single workshop squad of 10 engineers will pull that off in a little over ten days. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::Sadly, this exploit doesn&#039;t work, because the high bit is stored SOMEWHERE.  I lack a hex reader and have no code reading skills to speak of, so I&#039;m a bit limited here.  If you set up a Workshop as you described, the game would take all the time for 2 Avengers, all the resources for the same, but in the end only produce 1 Avenger.  Meanwhile, I&#039;ll run more tests on the resources thing.  I could swear it consumes the resources, but I&#039;ll double check.&lt;br /&gt;
&lt;br /&gt;
:::::There is no need to store the high bits if the actual completion condition (assuming adequate money) is &amp;quot;number made is number ordered&amp;quot;, which wouldn&#039;t reference the hours remaining at all. - [[User:Zaimoni|Zaimoni]] 01:49, 9 Oct 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Tests done; I was unable to replicate the &#039;disappearing item&#039; trick,(Which I didn&#039;t test for last night) even with Avengers!  It appears I was wrong; this still counts as a bug, though, because the wraparound is a problem.&lt;br /&gt;
&lt;br /&gt;
::::Ironic that so much of this discussion centers around Avengers, because that&#039;s where I discovered this in the first place! [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:48, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m revisiting XCOM and was working on [[Manufacturing Profitability]]... Arrow, can you (or anyone else) say a little bit more on the Known Bugs page about this [[Known_Bugs#Manufacturing_Limit_Bug]]? It&#039;s not clear to me exactly what the bug does, except that it understates hours. Is that all?... does it still take the (non-buggy) amount of time, still use all the same resources, still make the same number, etc.? It sounds like it could be a drastic bug - or is it only a very superficial one, a display bug for the hours? It sounds like you&#039;re leaning toward this latter.&lt;br /&gt;
&lt;br /&gt;
Also on a semi-related note... I could swear I saw much more detailed info on the [[Known_Bugs#Facility_Maintenance_Costs]] issue... IIRC, the incorrect amount that&#039;s charged for maintenance, depends on exactly where a facility is in the base. IOW, different &amp;quot;rows&amp;quot; of the base cost different amounts. Could somebody provide a link there, and/or flesh the bug out better?&lt;br /&gt;
&lt;br /&gt;
Thanks! - [[User:MikeTheRed|MikeTheRed]] 11:22, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve actually seen the bug work both ways, but I&#039;ve only been able to actually replicate the more superficial version of the bug.  So the bug report up is about a superficial bug that drastically understates production time.  If you wish to make this clearer, you have my blessings.  As well, that &#039;different charging based on location&#039; is dealt with here: http://ufopaedia.org/index.php?title=Talk:Base_Facilities ; however, the table has been broken with the Wikiupgrade, and I lack sufficient knowledge of HTML table code to fix it.  But it should be of use to you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:26, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Cool, I fixed [[Talk:Base Facilities]] but also re-organized and expanded [[Base Facilities]] so that it includes that bug in detail, as per Talk... this is an important issue that should be up front. I see that there&#039;s a separate [[Maintenance costs]] page, but I can&#039;t see having something so important (the maintenance bug explanation) all on its own page (which makes for a rather short page) rather than together with all the rest of the base facility info. If others agree (or don&#039;t care), I&#039;ll move anything remaining on Maintenance Costs to the Base Facilities page, then delete Maintenance Costs and re-route links. And if somebody does care, then please move my new section to Maintenance Costs, and move all the links, etc. Oh also I put in more words on your Manufacturing Limit Bug - how does it look? - [[User:MikeTheRed|MikeTheRed]] 16:37, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Looks pretty good, although it&#039;ll wrap fully; if you ask for 120000 hours, it won&#039;t be displaying &#039;almost no&#039; time.  The way I discovered it was when building two Avengers;  I ordered two, paid for two, waited for two...and got one.  But as said, haven&#039;t managed to repeat it, so until I do, we&#039;ll leave it like that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I just revised and put in your specific example, because it&#039;s certainly possible some of us die-hard players will order up more than 1 Avenger at a time - and it&#039;s guaranteed it&#039;d be a pain if 1 of them disappeared, laugh. I wasn&#039;t sure how concrete you were on that example but now I hear you say, you are sure it happened at least once. - [[User:MikeTheRed|MikeTheRed]] 18:33, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a question concerning the manufacturing &amp;quot;bug&amp;quot; which eats a craft in production due to wrap-over of the byte. Arrow (or whoever did the test), did you have a large quantity of craft already built at your bases? If so, I think this bug has more to deal with clogging up [[CRAFT.DAT]]. See, that file has a limit of 50 entries. Each craft takes up one record and each base you have built also consumes one spot. 8 bases allows 42 craft to be housed, while 6 bases allow 44. If you try to buy or manufacture craft once the file is full, nothing shows up in the game even if you have hangar space available. --[[User:Zombie|Zombie]] 19:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Huh, I never knew that. I don&#039;t see it listed on the Bugs page... I&#039;ll stick it in there. I&#039;ve never approached that number, but some folks might. - [[User:MikeTheRed|MikeTheRed]] 19:07, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to continue building other Avengers after that project, and they appeared correctly, so I do not believe that is the issue.  In any event, I have a very bad case of &#039;archivism&#039; and probably still have the save game and the CRAFT.DAT file around on my system; in fact, I think I was playing it a few days ago.  I can see if I can find it and upload it; it created a &#039;hole&#039; in the Avenger fleet numbers, where Avenger&#039;s x and x+2 were built, but x+1 was not. I&#039;ll look for it tonight and tomorrow and upload it to the wiki if I find it. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:10, 8 October 2007 (PDT) EDIT: I found the file; I have 28 Avengers and 1 Skyranger in my employ.  All Avenger numbers EXCEPT #2(Avenger-2) are accounted for, and I have not sacked or lost any Avengers.  So this is where the hole and &#039;eaten&#039; Avenger is.  If anyone wants the CRAFT.DAT file from this game, I&#039;d be happy to forward it.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:20, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sure, send it my way and I&#039;ll take a look at it. (Might as well send me the whole saved game as I may want to look at the other files too). I have tried to recreate this bug by manufacturing 1, 2 and 3 Avengers at a clip but all of them always show up. Don&#039;t know what else I could do to get this problem to crop up. --[[User:Zombie|Zombie]] 21:32, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:File emailed.  On the side, I&#039;ve tried the same thing, and never been able to repeat the bug.  It&#039;s been months since the first discovery, so I can&#039;t recall whether it was the first or the second Avenger that didn&#039;t appear.  So maybe it was just a fluke.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:57, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Unconscious Enemy in Equipment Screen ==&lt;br /&gt;
&lt;br /&gt;
The following happened to me repeatedly over the last few days.&lt;br /&gt;
&lt;br /&gt;
In the last tactical Mission a live alien has been captured. When now beginning an UFO crash recovery mission this type of alien (same race and rank) appears in the equipment screen before the mission starts, meaning I can give it to any of my soldiers.&lt;br /&gt;
If I do so I can store the alien in the skyranger for the duration of the mission and, if it gains consciousness, kill or stun it at the end of it. A pile of equipment without a corpse will be in the UFO, indicating that the stunned alien is not some kind of duplicate but instead has been taken from the aliens of this mission. This is supported by the fact that in those missions the maximum number of crew members has not been surpassed.&lt;br /&gt;
If I do not do so the Alien will be placed in the crashed UFO. Whether it is unconscious or not I do not know, but the fact that it is completely disarmed when encountered in the battle suggests that it is.&lt;br /&gt;
&lt;br /&gt;
So far it seems the following is necessary for the bug to occur:&lt;br /&gt;
# An alien has to be captured alive in the last tactical combat&lt;br /&gt;
# It has to be of the same race and rank as one of the aliens in the new tactical combat&lt;br /&gt;
&lt;br /&gt;
So far this only worked...:&lt;br /&gt;
# If the new tactical combat was an UFO crash recovery of a medium scout.&lt;br /&gt;
# For floaters and mutons&lt;br /&gt;
# For soldiers and navigators&lt;br /&gt;
# If the alien in the last mission was stunned by normal weapon fire (although I do not think this is important) and not picked up (again, not likely to be important) or destroyed (which would mean it has to be actually captured)&lt;br /&gt;
&lt;br /&gt;
It seems NOT to depend on the following:&lt;br /&gt;
# The type of the last mission (were, so far: Ground assault battleship, crash recovery large scout, base defense)&lt;br /&gt;
# Which squad or vessel was involved capturing the alien&lt;br /&gt;
# Where it is locked up&lt;br /&gt;
# If it has been transferred since capture or not&lt;br /&gt;
&lt;br /&gt;
Would be interesting to know:&lt;br /&gt;
# What happens if the alien in the inventory screen is the only survivor&lt;br /&gt;
# If the alien in the invenory screen is one of the aliens randomly killed in the crash or not (it is likely to be one of the killed aliens, so far the equipment piles were always within the UFO)&lt;br /&gt;
# If this is not limited on crashed medium scouts: Does this work with terror units? What about large ones?&lt;br /&gt;
&lt;br /&gt;
Maybe this is related to the proximity grenade bug (transfer of item properties to next tactical combat).&lt;br /&gt;
&lt;br /&gt;
Additionally, in one of those mission a part of the terrain was not generated correctly. It was in farm terrain (The house on the right square, or north east square, in [[Image:Terrain-cult.gif|this pic]]). The outer wall right to the right window of the southern wall (1st Floor) was missing. Directly outside of the hole was a floor tile. I could walk a soldier through the wall, but he fell right through the tile. Dunno if this has to do with the stunned alien bug.&lt;br /&gt;
&lt;br /&gt;
Version is collectors edition (the one from abandonia.com).&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the GeoScape engine generates the unit and object tables (in MissDat&#039;s [[OBPOSREF.DAT]], [[UNIPOS.DAT]], and [[UNIREF.DAT]]) before &amp;quot;shutting down&amp;quot;. The Tactical engine then generates the maps, places the aliens on it, and blows up the UFO (if need be). Whether or not map generation and the subsequent events happen before you equip your soldiers I don&#039;t yet know.&lt;br /&gt;
&lt;br /&gt;
The test would be to check the aforementioned files to see if they contain an unconcious alien, and/or the body.&lt;br /&gt;
&lt;br /&gt;
Note that you can&#039;t see the bodies of large units on the ground (they count as four seperate objects covering four seperate tiles, so allowing the user to pick one up would essentially let you rip them apart).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 06:35, 5 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
I honestly have no idea of how all those files work. But I still have a savegame in battlescape that is in one of those missions. So if anyone wants to have a look at those files...&lt;br /&gt;
&lt;br /&gt;
I forgot to mention: I reloaded a geoscape savegame shortly before the battle to recreate the bug, but it seems that reloading in geoscape before the buggy battle eliminates the bug. I guess his should narrow down the possible reasons...&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Next time it happens, backup the aforementioned files before you start another mission. I&#039;m afraid a savegame wouldn&#039;t be of much help.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:54, 7 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Soldiers moved to outside of combat screen ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;ve got a DOS version of UFO:EU, and I&#039;ve encountered a bug in the tactical combat. Sometimes (rarely) a X-COM soldier changes its location on the map on player&#039;s turn start and is placed on outside of the map, one tile north from the (north) border of the field. AFAIR the unit is then selectable (you get the flashing highlight when cursor is above), but is stuck outside of the field. Has anybody encountered this bug? It seems to happen randomly, but more frequently during the terror missions and on early turns (so maybe it&#039;s caused by high number of player/alien/civilian units?). --[[User:Maquina|Maquina]] 08:16, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never encountered this bug in CE of UFO.  Presuming AFAIR means &amp;quot;As Far As I Recall,&amp;quot; what exactly was the soldier doing?  Any equipment data, location, or stat info might help us pin it down.  Were afflicted soldiers always carrying a specific equipment set or weapon?  Where were they on the map before they got moved?  Did they get bumped a few spaces, or teleported halfway across the Battlescape?  Does it happen more often on a specific difficulty?(Your theory would suggest this would happen most commonly on Superhuman)  Against a certain type of alien?  Best of all, if you can recreate the situation in a game, save the game and then you could upload the save file to the forums or this wiki, and the rest of us could take a look for ourselves and the code divers could root around for the cause. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:03, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve had this happen to me several times in UFO and TFTD. I don&#039;t know if it&#039;s specific to the Dos version or if it can happen in the CE as well. Sometimes the soldier ends up beyond the boundary of the map right at the start of the mission, at other times it happens after you load a game. This game is glitchy, which is the source for so many of its bugs, so your soldier&#039;s coordinates are probably getting corrupted to the point where they are -1 on either the X or Y axis of the maps&#039;s normal boundaries. For me it&#039;s commonly along the top edge of the map. I don&#039;t ever recall it happening mid-mission, only at the start or after a load. I cannot faithfully say whether it happened with or without XComutil, but that could be one of the possibly many causes for this. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t play UFO often, so I rely on just several campaigns played. This happens rarely (I&#039;ve encountered this bug twice in my last campaign with ~80 missions played), but if you haven&#039;t seen this happen then it probably doesn&#039;t show up in the CE edition. In my experience the soldier is moved always beyond the north/top map border. I think (but I&#039;m not sure) that this affects the first soldier from the team more commonly than others (or maybe even exclusevily?). The equipment/armor carried is probably not relevant, since the units moved this way don&#039;t have any special stuff, and this bug shows up on different stages of the gameplay (ie. sometimes when you have ordinary rifles, sometimes when all your units got heavy plasmas and power suits). --[[User:Maquina|Maquina]] 04:12, 4 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MY ramblings have been moved to my discussion page&#039;&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
=Great Circle Route=&lt;br /&gt;
&lt;br /&gt;
Should we have the Great Circle Route bug noted on this page at all?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:33, 6 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=Bug not listed: SWS-Gauss Dissappearing Ammo=&lt;br /&gt;
&lt;br /&gt;
I just found this the hard way...&lt;br /&gt;
&lt;br /&gt;
* The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission.  In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted.  These rounds cannot be refunded by any means.  If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.&lt;br /&gt;
&lt;br /&gt;
=Bug not listed: Missing soldiers during base defense=&lt;br /&gt;
&lt;br /&gt;
I encountered an interesting bug concerning base defense missions:&lt;br /&gt;
My base got attacked while about 30 soldiers and 10 HWPs were present. The usual equipment assignment screen was skipped and the mission started instantly with only the HWPs spawned at the map. Not even a single soldier bothered to show up... *sigh*&lt;br /&gt;
Although this turned out to be in my favor (you should have seen the puzzled Ethereals trying to panic my tanks) I´d like to avoid this bug if possible. I was able to reproduce this bug several times and with different bases. &lt;br /&gt;
Can anyone explain this bug and/or tell me how to avoid it?&lt;br /&gt;
&lt;br /&gt;
Game version: Collectors edition. - [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Well, ideally, we need to know what your base&#039;s construction was to be sure of this, but I think the most likely circumstance is that the HWPs took up all the spawn points.  HWPs have maximum priority for spawning(followed by Soldiers, and then Aliens), so if you have enough of them garrisoning a base, it&#039;s entirely possible that soldiers and aliens won&#039;t spawn.  However, this doesn&#039;t explain why the soldiers didn&#039;t start stealing the Alien spawn points...in any event, you might want to take the save game file, zip it up, and get ready to email it.  I&#039;m sure [[User:Zombie|Zombie]] would be quite interested.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:28, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the spawn points, it&#039;s a [[UNITPOS.DAT]] limitation. A maximum of forty records (out of the total of eighty) are allocated for your units, and tanks (which take up four records each) get first pick. Having ten tanks means there&#039;s no room left for anything else.&lt;br /&gt;
&lt;br /&gt;
Ditch one HWP and you should see four units take it&#039;s place. - [[User:Bomb Bloke|Bomb Bloke]] 16:42, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I´ll try with a decreasing number of tanks and report the results. As I wrote above having only HWPs isn´t too bad dependent on what enemy is attacking. [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This should be mentioned in the [[ExploitsE#Base Defence Mission Spawning Issues]] section. The Bugs/Exploits really need to be sorted and consolidated. - [[User:NinthRank|NinthRank]] 16:57, 13 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Economics&amp;diff=13960</id>
		<title>Economics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Economics&amp;diff=13960"/>
		<updated>2007-11-12T15:48:08Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Minor formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money will be a major factor in your fight against the aliens, as with most things in the real world, there is little that you can&#039;t achieve with the judicious application of a huge pile of cash. The &#039;&#039;&#039;economics&#039;&#039;&#039; of your situation come down to a few major sources of income, and an somewhat larger number of cost centers.&lt;br /&gt;
&lt;br /&gt;
==Income==&lt;br /&gt;
There are three key ways in which you can accumulate more money for your organisation.&lt;br /&gt;
&lt;br /&gt;
===Council===&lt;br /&gt;
The first source of income, and your only one right at the start of the game is the initial [[Country Funding]] you have been given to get your organisation off the ground. This will get paid to you each month, and to retain &amp;amp;ndash; and increase &amp;amp;ndash; this funding you will need to keep your paymasters happy, either by keeping the UFOs off their front lawn, or by causing them to crash down on top it.&lt;br /&gt;
&lt;br /&gt;
Country funding can remain an important revenue stream for most of the game, although towards the end you may well find yourself dreading the end of the month as the amount of funding you are getting dwindles compared to your growing monthly outlays.&lt;br /&gt;
&lt;br /&gt;
===UFO Recovery missions===&lt;br /&gt;
Although you will want to keep a fair amount of the items recovered from UFOs for your own use, there are many private buyers who are willing to pay out large amounts to get their hands on this new technology. As you progress towards your task of defeating the aliens, [[UFO Recovery Values]] tend to rise steadily, and are a very important revenue source. You do have to pay attention to not [[Buying/Selling/Transferring#UFO_Recoverable_Prices|selling]] alien items that you will later want, as manufacturing them yourself is often significantly more expensive than the sale value of the item.&lt;br /&gt;
&lt;br /&gt;
===Sale of Manufactured goods===&lt;br /&gt;
As well as being essential to produce some key pieces of technology that you have [[research]]ed, your [[manufacturing]] teams can also be extremely [[Manufacturing Profitability|profitable]] once they are up and running. It will take some seed capital, and some work from your eggheads, to get things going, but once you do it can be a very key part of your financial stability, as private buyers are also willing to [[Buying/Selling/Transferring#Manufacturable_Prices|purchase]] many of the items you will become able to produce.&lt;br /&gt;
&lt;br /&gt;
==Expenditures==&lt;br /&gt;
There a few different ways to spend all that money you are accumulating, some of which will be very important at certain parts of the game, and unimportant at others.&lt;br /&gt;
&lt;br /&gt;
===Base Expansion===&lt;br /&gt;
Both the creation of new bases, and the expansion of existing ones with new [[Base Facilities|facilities]] makes up a fairly large proportion of your overall expenses, particular for the first part of the game.&lt;br /&gt;
&lt;br /&gt;
===Base Maintenance===&lt;br /&gt;
Each base you build, and each facility within that base increases the monthly cost you will have to pay to cover you base [[maintenance costs]]. While not a huge chunk of your expenditures, it is a constant drain to be aware of. Don&#039;t build facilities that you don&#039;t need yet, however always remember to consider the long lead times that some facilities have.&lt;br /&gt;
&lt;br /&gt;
===Salaries===&lt;br /&gt;
All your base [[Hiring/firing|personnel]] &amp;amp;ndash; scientists, engineers and soldiers &amp;amp;ndash; and any [[Interceptor]]s or [[Skyranger]]s you are renting will cost a fixed amount of money every month to stop them quitting your employ, or being repossessed. Don&#039;t these people know there&#039;s a war going on?&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Equipment is usually not a major cost, simply because the technology available for you to [[Buying/Selling/Transferring#Non-Manufacturable_Prices|purchase]] mostly is limited in application, and you rapidly become able to produce or acquire much better items for yourself, it is a factor right at the beginning though. &lt;br /&gt;
&lt;br /&gt;
===Manufacturing Material Costs===&lt;br /&gt;
While at certain times in the game manufacturing can be very profitable, it will also be essential to make items that are literally worthless, such as [[Avenger]]s. Be well aware of the costs of the items you are making for your own use, to ensure they are worth the money you are spending on them. Also be aware of the special materials used up in the goods you are making, both from an opportunity cost standpoint (you could have sold those [[Alien Alloys]] instead of using them to make something, so they effectively increase the cost of anything that uses them up), and also particularly for [[Elerium-115]], some materials can be very tough to replace when you have used them up.&lt;br /&gt;
&lt;br /&gt;
== Exploits and Bugs ==&lt;br /&gt;
* [[Exploits]]&lt;br /&gt;
**[[ExploitsA#Free_Manufacturing|Free Manufacturing]]&lt;br /&gt;
**[[ExploitsA#Free_Wages|Free Wages]]&lt;br /&gt;
*[[Known_Bugs|Bugs]]&lt;br /&gt;
**[[Known_Bugs#Sticky_Craft_Transfer_Fee_glitch|Sticky Craft Transfer Fee glitch]] &amp;amp;nbsp;&#039;&#039;&#039;(Bad!)&lt;br /&gt;
**[[Known_Bugs#Transfer_Limit_cash_eater|Transfer Limit cash eater]]&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;(pretty rare)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13958</id>
		<title>Talk:Item Stacking Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13958"/>
		<updated>2007-11-11T17:59:15Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of different items ==&lt;br /&gt;
&lt;br /&gt;
I have not tested many combinations yet, but here are some initial observations:&lt;br /&gt;
&lt;br /&gt;
1) Stacking two objects in one hand counts as one object for purposes of accuracy calculations. (Tested with Heavy Laser/Psi-Amp.)&lt;br /&gt;
&lt;br /&gt;
2) To be able to use an item (Stun Rod, Psi-Amp) and a weapon, the weapon must be placed first.&lt;br /&gt;
&lt;br /&gt;
3) If stacking two weapons, the one that will be used seems to be the first one in the item list. (I tried stacking a Pistol and a Heavy Laser in both possible orders; the pistol fired in both cases.)&lt;br /&gt;
&lt;br /&gt;
4) If the total number of available actions exceeds five, then the game crashes. (I think that this is true, because a Laser Rifle/Psi-Amp crashes [Throw, Panic, MC, Snap, Auto, Aimed = 6], but Heavy Laser/Psi-Amp does not [Throw, Panic, MC, Snap, Aimed = 5]).&lt;br /&gt;
&lt;br /&gt;
TODO: More testing. -- [[User:NinthRank|NinthRank]] 15:35, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I might just point out that [http://www.strategycore.co.uk/files/index.php?dlid=641 my editer] now lets you create an item table ordered however you wish, and also lets you stack as many items as you like. Along with a whole bunch of other item based edits.&lt;br /&gt;
&lt;br /&gt;
Interesting point on the &amp;quot;must stack a weapon&amp;quot; first thing. That&#039;s probably got something to do with the [[UNITREF.DAT]] offsets 53 and 54 only handling one item each. - [[User:Bomb Bloke|Bomb Bloke]] 16:45, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thank you very much for that editor; it&#039;s a big help! I&#039;m afraid that the stacking/firing order might be a little more complicated than I thought at first. I could not not activate the melee attacks for plasma weapons: if I placed the gun first, it would not shoot, and I got the regular stun attack. If I placed the Stun Rod first, the only option that I got was &amp;quot;Throw.&amp;quot; If I placed two plasma weapons on top of each other, Plasma Rifles would get priority (they would fire) over Plasma Pistols, and Heavy Plasmas would get priority over both.&lt;br /&gt;
&lt;br /&gt;
On a related note, a Laser Rifle in melee can usually kill a Floater (modified to 255 health) in one strike. Mutons, on the other hand, never seem to take melee damage. Perhaps this is a Collector&#039;s Edition bug? -- [[User:NinthRank|NinthRank]] 20:51, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
The problem with plasma weapons not having melee might have something to do with their being listed after Stun Rods. I tested stacking a Stun Rod on an Electroflare (listed just after the Stun Rod in the Sell/Sack screen), and I got the same effect: stun, but not the physical-damage one. Stacking on a Psi-Amp (listed just before the Stun Rod) did activate the Psi-Amp&#039;s melee attack. -- [[User:NinthRank|NinthRank]] 21:02, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Had a go at this myself. I tried an alien grenade and an alien corpse. Both behaved the same way as the plasma weapons, since they&#039;re listed after the stun rod. Those listed before the stun rod worked fine. - [[User:NKF|NKF]] 21:42, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That&#039;s somewhat annoying - The stun rod is hardcoded as a melee weapon, so it&#039;s not like we can move it around the table to get around this. Note that with the exception of the flare, all human designs (including those based on alien tech) come before the rod, and all alien gear comes after (along with corpses and the undefined items).&lt;br /&gt;
&lt;br /&gt;
On the other hand, maybe this can be circumvented by manually tweaking the UnitRef offsets I mentioned before? - [[User:Bomb Bloke|Bomb Bloke]] 22:47, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well, I think that I have solved one mystery anyway. While the human weapons are listed in the order &amp;quot;pistol, rifle, heavy,&amp;quot; plasma weapons are listed the other way around. This is consistent with the firing order for plasma weapons. - [[User:NinthRank|NinthRank]] 09:59, 11 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13952</id>
		<title>Talk:Item Stacking Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13952"/>
		<updated>2007-11-11T05:02:16Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Another update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of different items ==&lt;br /&gt;
&lt;br /&gt;
I have not tested many combinations yet, but here are some initial observations:&lt;br /&gt;
&lt;br /&gt;
1) Stacking two objects in one hand counts as one object for purposes of accuracy calculations. (Tested with Heavy Laser/Psi-Amp.)&lt;br /&gt;
&lt;br /&gt;
2) To be able to use an item (Stun Rod, Psi-Amp) and a weapon, the weapon must be placed first.&lt;br /&gt;
&lt;br /&gt;
3) If stacking two weapons, the one that will be used seems to be the first one in the item list. (I tried stacking a Pistol and a Heavy Laser in both possible orders; the pistol fired in both cases.)&lt;br /&gt;
&lt;br /&gt;
4) If the total number of available actions exceeds five, then the game crashes. (I think that this is true, because a Laser Rifle/Psi-Amp crashes [Throw, Panic, MC, Snap, Auto, Aimed = 6], but Heavy Laser/Psi-Amp does not [Throw, Panic, MC, Snap, Aimed = 5]).&lt;br /&gt;
&lt;br /&gt;
TODO: More testing. -- [[User:NinthRank|NinthRank]] 15:35, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I might just point out that [http://www.strategycore.co.uk/files/index.php?dlid=641 my editer] now lets you create an item table ordered however you wish, and also lets you stack as many items as you like. Along with a whole bunch of other item based edits.&lt;br /&gt;
&lt;br /&gt;
Interesting point on the &amp;quot;must stack a weapon&amp;quot; first thing. That&#039;s probably got something to do with the [[UNITREF.DAT]] offsets 53 and 54 only handling one item each. - [[User:Bomb Bloke|Bomb Bloke]] 16:45, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Thank you very much for that editor; it&#039;s a big help! I&#039;m afraid that the stacking/firing order might be a little more complicated than I thought at first. I could not not activate the melee attacks for plasma weapons: if I placed the gun first, it would not shoot, and I got the regular stun attack. If I placed the Stun Rod first, the only option that I got was &amp;quot;Throw.&amp;quot; If I placed two plasma weapons on top of each other, Plasma Rifles would get priority (they would fire) over Plasma Pistols, and Heavy Plasmas would get priority over both.&lt;br /&gt;
&lt;br /&gt;
:On a related note, a Laser Rifle in melee can usually kill a Floater (modified to 255 health) in one strike. Mutons, on the other hand, never seem to take melee damage. Perhaps this is a Collector&#039;s Edition bug? -- [[User:NinthRank|NinthRank]] 20:51, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:The problem with plasma weapons not having melee might have something to do with their being listed after Stun Rods. I tested stacking a Stun Rod on an Electroflare (listed just after the Stun Rod in the Sell/Sack screen), and I got the same effect: stun, but not the physical-damage one. Stacking on a Psi-Amp (listed just before the Stun Rod) did activate the Psi-Amp&#039;s melee attack. -- [[User:NinthRank|NinthRank]] 21:02, 10 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13951</id>
		<title>Talk:Item Stacking Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13951"/>
		<updated>2007-11-11T04:51:34Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of different items ==&lt;br /&gt;
&lt;br /&gt;
I have not tested many combinations yet, but here are some initial observations:&lt;br /&gt;
&lt;br /&gt;
1) Stacking two objects in one hand counts as one object for purposes of accuracy calculations. (Tested with Heavy Laser/Psi-Amp.)&lt;br /&gt;
&lt;br /&gt;
2) To be able to use an item (Stun Rod, Psi-Amp) and a weapon, the weapon must be placed first.&lt;br /&gt;
&lt;br /&gt;
3) If stacking two weapons, the one that will be used seems to be the first one in the item list. (I tried stacking a Pistol and a Heavy Laser in both possible orders; the pistol fired in both cases.)&lt;br /&gt;
&lt;br /&gt;
4) If the total number of available actions exceeds five, then the game crashes. (I think that this is true, because a Laser Rifle/Psi-Amp crashes [Throw, Panic, MC, Snap, Auto, Aimed = 6], but Heavy Laser/Psi-Amp does not [Throw, Panic, MC, Snap, Aimed = 5]).&lt;br /&gt;
&lt;br /&gt;
TODO: More testing. -- [[User:NinthRank|NinthRank]] 15:35, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I might just point out that [http://www.strategycore.co.uk/files/index.php?dlid=641 my editer] now lets you create an item table ordered however you wish, and also lets you stack as many items as you like. Along with a whole bunch of other item based edits.&lt;br /&gt;
&lt;br /&gt;
Interesting point on the &amp;quot;must stack a weapon&amp;quot; first thing. That&#039;s probably got something to do with the [[UNITREF.DAT]] offsets 53 and 54 only handling one item each. - [[User:Bomb Bloke|Bomb Bloke]] 16:45, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Thank you very much for that editor; it&#039;s a big help! I&#039;m afraid that the stacking/firing order might be a little more complicated than I thought at first. I could not not activate the melee attacks for plasma weapons: if I placed the gun first, it would not shoot, and I got the regular stun attack. If I placed the Stun Rod first, the only option that I got was &amp;quot;Throw.&amp;quot; If I placed two plasma weapons on top of each other, Plasma Rifles would get priority (they would fire) over Plasma Pistols, and Heavy Plasmas would get priority over both.&lt;br /&gt;
&lt;br /&gt;
:On a related note, a Laser Rifle in melee can usually kill a Floater (modified to 255 health) in one strike. Mutons, on the other hand, never seem to take melee damage. Perhaps this is a Collector&#039;s Edition bug? -- [[User:NinthRank|NinthRank]] 20:51, 10 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=13934</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=13934"/>
		<updated>2007-11-07T02:51:33Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Quick nitty gritty gribbly grabbly notes: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. &lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Blast! I must really remember to write my thoughts down here as often as possible. I&#039;ve had many floaty lightbulb moments on what we&#039;re currently lacking/missing, and they&#039;re all gone.  &lt;br /&gt;
&lt;br /&gt;
::- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Site Backups ==&lt;br /&gt;
&lt;br /&gt;
Ok, gents. Here&#039;s the scoop - straight from GazChap. The site is backed up every day, so there is basically no worry about losing everything if it should go down. The only thing that may be lost are transactions during that day when it is down. Normally there isn&#039;t much activity, but there is the occasional marathon editing session which some people partake in. ;)--[[User:Zombie|Zombie]] 19:41, 9 June 2006 (PDT)&lt;br /&gt;
----&lt;br /&gt;
The server hosting the UFOpaedia experienced a few issues over the weekend, but nothing major. However, I&#039;ve decided that being reliant on a third-party backup service is foolhardy - consequently I&#039;m going to be installing my own backup solution to the server soon (hopefully within the next few days) that will backup all user-submitted data. If anyone would like to volunteer to receive additional backups via e-mail (no point me just having backups, if I get knocked down by a bus we&#039;d be stuffed ;) ) then please contact me at gazchap at gmail dot com. --[[User:GazChap|GazChap]] 13:48, 31 July 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If I could ask one necessary question on this score: Gaz (or others), what might we do, if the site goes down and we can&#039;t contact you? Who&#039;s the &amp;quot;backup&amp;quot; for you?&lt;br /&gt;
&lt;br /&gt;
Why do I ask?&lt;br /&gt;
&lt;br /&gt;
In mid July the Europa Universalis 3 (EU3) wiki went down (and indeed its location at that time still [http://europa-universalis.kerak.com/wiki/index.php?title=Main_Page is]). On the EU3 [http://forum.paradoxplaza.com/forum/showthread.php?t=314776&amp;amp;page=1&amp;amp;pp=20 forum], I (RedKnight7 there) kept asking when it would be back up. The forum regulars kept saying &amp;quot;the host is on vacation or something and will be back&amp;quot;. To make a long story short, the wiki didn&#039;t come back up until two months later, at a different [http://www.paradoxian.org/eu3wiki/Main_Page place]And I have yet to post a bunch of nice EU3 reference info because I moved on to other games in the meantime, in part because the wiki was down. (That was real sad because it was &amp;quot;prime time&amp;quot; for EU3... the game had recently come out, the wiki&#039;s down for weeks, and everybody&#039;s saying, &amp;quot;relax&amp;quot;. So I relaxed on to other games.) Anyway. It still begs the question,&lt;br /&gt;
&lt;br /&gt;
We luv you for hosting this, Gaz. But can we ask for fallback plans?&lt;br /&gt;
&lt;br /&gt;
Ideas: Ask 2 or 3 of your bros, with server access (at work?), if they can be alternates. Then tell all the wiki admins who the alternates are (contact info) and instructions on just where the stuff is (in a way that makes sense to the alternates). OR, if you entirely trust 2 or 3 folks here give them the location, password, etc. OR, other possibilities are mirrors or access to site backups. OR maybe 2 or 3 wiki regulars are using a crawler (is that the word?) that regularly independently backs up the source. Or maybe even it can all be snagged off Google???&lt;br /&gt;
&lt;br /&gt;
Something, somehow. For if the wiki goes down and we can&#039;t reach the host. It&#039;s good to cover all the bases. (Just like in a good game of XCOM.) &lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Mike: GazChap and myself have been discussing this with Pete from StrategyCore for a while now. The idea is for StrategyCore to host the wiki so that backups are done on a consistent basis and would prevent downtime. (StrategyCore isn&#039;t going to disappear anytime soon, so by default, neither should the wiki if it is hosted by them). I&#039;ll have to get in touch with Pete again to see how far along he is in the process. --[[User:Zombie|Zombie]] 20:43, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Sounds great, Zombie. It&#039;s something hard to bring up - but a responsible thing to do. I was really shocked with what happened to EU3. Only one further stupid question - StratCore and GazChap aren&#039;t affiliated, are they? (Not both run off the same company&#039;s resources? I don&#039;t know who runs either server.) And thanks for thinking ahead! - [[User:MikeTheRed|MikeTheRed]] 16:10, 26 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Slight problem with transclusion tables for main page ==&lt;br /&gt;
&lt;br /&gt;
Folks, I&#039;ve noticed a problem with the main transclusion tables for the main page when I was adding a few links to the UFO table. &lt;br /&gt;
&lt;br /&gt;
The problem is that the tables are classed as ordinary pages. They certainly work with transclusion the same way the template pages do, but there are two problems that they create. &lt;br /&gt;
&lt;br /&gt;
The first, and most prominent, is that actual main page doesn&#039;t update when updates are made to the individual tables. You have to have your browser perform a forced refresh to get the updates to show. &lt;br /&gt;
&lt;br /&gt;
The second is that the templates aren&#039;t listed at the bottom of the edit box when you edit the main page. Having them listed would make it a convenient way to get to them rather than manually type the name into the address bar. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not a major problem, but I wanted to bring it to everyone&#039;s attention. I&#039;ll fix this later when I get a bit of free time. I a fix would just involve moving the tables into the template namespace. If not, well, I&#039;ll do a bit of cut and paste wizardry to make everything right. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
----&lt;br /&gt;
Apologies, yep template pages do update near-automatically so they are a better choice than transcluded pages. I noticed that when you move a page that has a link on the template page and subsequently edit the template to point to the new location that the links on the moved page will not refresh. You must perform a dummy edit on the pages with the template info to update the links accordingly. I&#039;ll have to check to see what happens if you rename a template link and then move the page. The same thing might happen. It depends on the software here and if it uses dynamic pointers. --[[User:Zombie|Zombie]] 08:52, 1 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean Up ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just occurring to me that &amp;quot;Community&amp;quot; does not feature the main two actual forums (XCOMUFO and StratCore) that newbies might turn to, right up front. Also, this Discussion page has gotten way long.&lt;br /&gt;
&lt;br /&gt;
Newbies need that Community connection, since that&#039;s the meaning of the word. Never mind that it can be found down around here somwhere, which even I can&#039;t find, right off. (It&#039;s why I came here, to show others examples of linking, but now I can&#039;t find where the heck the forums show up here.) Wikis should appeal to newbies heartily. Links to talk forums need to be &amp;quot;right there&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Could someone take a hand at making the forums highlighted for newbies. And also, such a dedicated person might cut down this Discussion page tons. The new Style page is a place to put some things.&lt;br /&gt;
&lt;br /&gt;
Some thoughts - [[User:MikeTheRed|MikeTheRed]] 23:39, 9 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Well, I cut this page down. It was on my list of things to do in the near future anyway.&lt;br /&gt;
&lt;br /&gt;
Ok, we have 2 &amp;quot;Community&amp;quot; pages right now: the [[UFOpaedia:Community_Portal|Community portal]] page (on the sidebar) and the [[Community]] page. The plain community page is buried at the bottom of the main page and contains the links to the forums. I&#039;m thinking that we just get rid of the community page and add that info to the community portal instead. This way, the info is always near the top of the screen for quick access. --[[User:Zombie|Zombie]] 00:14, 10 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
:NKF Stealth note for authors or any nosy person reading the source: For those pedantic about the American/British English spelling of Armour/Armor, I used the British spelling because that&#039;s how it&#039;s spelt in the game when running it in the English text mode. This may not necessarily be the case for the other games in the series or earlier localized releases, but it is very much so in v1.4ce, hence why I&#039;m sticking with it.  I&#039;d also like to add that a section relating specifically for armour is required, with some sections regarding armour management, such as how its distributed and the particulars of armour recovery when a soldier dies or is fired (i.e. none). (Damnit, just added Category:Armor -HeckRuler)&lt;br /&gt;
&lt;br /&gt;
:We should move this note to the top of the back of Main Page. English vs. USA doesn&#039;t matter. - [[User:MikeTheRed|MikeTheRed]] 22:07, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I moved the above two comments from within HTML comments on the [[Soldier]] page.  Might as well &amp;quot;have a discussion&amp;quot; about it, it&#039;s what we do.  Although I&#039;m an American, I favor the in-game (British) spelling, wherever it appears (Plasma Defence, Armour, Cyberdisc, etc.).  I&#039;m, um, pedantic.  Or probably just anal-retentive.--[[User:Ethereal Cereal|Ethereal Cereal]] 00:58, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m in favour of the UK spelling scheme myself, only due to general preference and because UFO is in UK English (on the other hand, TFTD is in US English). However, I still like to think the spelling is interchangeable, and when it comes to the spelling of the actual article: redirects can do wonders! I actually left that note there as an afterthought in case some authors suddenly decide to do mass edits of the spelling, and others come along and revert the changes, and the whole process repeats itself. I mean, armor &amp;amp;rarr; armour &amp;amp;rarr; armor &amp;amp;rarr; smurf &amp;amp;rarr; armour &amp;amp;rarr; ad-infinitum. Not a nice thought. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably a very small issue on this site regardless.  By comparison, Wikipedia has yet to implement any way for Commonwealth readers to see British spellings while American readers see US spellings.  Instead, they&#039;re sticking with the comical compromise of &amp;quot;the creator of the article fates whether it&#039;ll have British or American spelling for the rest of its days&amp;quot;.  Maybe through Wikipedia&#039;s confusion the mother tongue will eventually merge back together. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 02:24, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Agreed. I&#039;ll try my best to use the British spellings, but when I get on a typing roll the American spelling is what comes to me first. I usually don&#039;t catch it either when I proof read. I&#039;d say redirects would be the best solution, so &#039;Personal Armor&#039; redirects to &#039;Personal Armour&#039;. As far as the spelling in articles, I think it&#039;s pretty well known the two differences of spelling, though it could be a problem if an article switches back and forth from it alot. &lt;br /&gt;
&lt;br /&gt;
: That said this affects maybe 3 or 4 Armour articles? I can&#039;t think of any other differences that would be in an article, at least as a main subject. Maybe the occasional colour or favour. --[[User:Pi Masta|Pi Masta]] 11:59, 10 March 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If anybody is still caring about this: I say do what the Wikipedia does, and let the author do what they want. Except when you&#039;re tacking a little onto a page that&#039;s already big into one way of spelling; then stick to what it&#039;s using. I&#039;m U.S. and just want to write, not spend time looking up possible British variants - I&#039;m not even sure what they all are. There are even a lot of acceptable variants in U.S. English already, shrug.&lt;br /&gt;
&lt;br /&gt;
I like the Wikipedia rule since it focuses on getting stuff posted. Yet still in the case of XCOM, there is a real reason for letting British be the standard. I really don&#039;t care, but will use U.S. for much of my writing. Still if anybody wants to go through and re-write everything British, that&#039;s fine with me. The focus is, posting game info.&lt;br /&gt;
&lt;br /&gt;
My two cents. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Just do whatever you want MTR, that&#039;s how I&#039;ve been going about it. If later you read through an article and spot these things and decide to change them, then so be it. It&#039;s just that it would be preferable for UFO to stick to its in-game language. The same goes for TFTD and Apocalypse, which use the US spelling - hence why I try to use armor for them, but often end up typing armour instead. &lt;br /&gt;
&lt;br /&gt;
:I&#039;m sure we all agree that US and British spelling is interchangeable so this issue isn&#039;t really a big one - until we get into little wars where one party is pro one variant of the language while the other party is pro another variant, and they end up at logger heads. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki upgraded. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve upgraded MediaWiki to the latest version, although I&#039;m afraid I don&#039;t know how to prevent spamming etc. If anyone can point me in the direction of something about this I can take a look at it, but now that it&#039;s upgraded and I have backups I should be in a position to allow Pete at SC to take over hosting.&lt;br /&gt;
&lt;br /&gt;
: See my email Gaz. We&#039;ll get this fixed yet. The only problem I noticed with the upgrade is that the logo in the upper left isn&#039;t linked to the correct picture. :) --[[User:Zombie|Zombie]] 07:32, 28 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Fixed the logo, and I&#039;ve also added a CAPTCHA extension. You&#039;ll be prompted to enter two words if you try to: create a new account; add an external link using an anonymous account. I&#039;m now going to look at trying to give Pete at SC FTP access to the server without inadvertently giving him access to everything else I have hosted on there. Sometimes I hate these web control panels.&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve now e-mailed Pete with all the details he requires to take over hosting. --[[User:GazChap|GazChap]] 12:19, 30 September 2007 (BST)&lt;br /&gt;
&lt;br /&gt;
:::Great job, Gaz. Thanks as always for your hosting!! - [[User:MikeTheRed|MikeTheRed]] 16:21, 12 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Smart Quotes ==&lt;br /&gt;
&lt;br /&gt;
Do we use them? When I write up articles in MS Word, it automatically uses &amp;quot;smart quotes,&amp;quot; i.e., “this.” I can imagine that there could be some benefit to keeping it all consistent.&lt;br /&gt;
&lt;br /&gt;
[[User:NinthRank|NinthRank]] 17:48, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I can&#039;t see any practicality in trying to convert all articles to smart quotes, so I&#039;ll clean up the ones that I&#039;ve done with straight quotes to be consistent.&lt;br /&gt;
&lt;br /&gt;
:[[User:NinthRank|NinthRank]] 19:30, 25 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Favicon.zip&amp;diff=13933</id>
		<title>File:Favicon.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Favicon.zip&amp;diff=13933"/>
		<updated>2007-11-07T02:48:22Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Proposed favicon for the UFOpaedia.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposed favicon for the UFOpaedia.&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=13931</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=13931"/>
		<updated>2007-11-07T01:51:03Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: New section: Favicon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Quick nitty gritty gribbly grabbly notes: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. &lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Blast! I must really remember to write my thoughts down here as often as possible. I&#039;ve had many floaty lightbulb moments on what we&#039;re currently lacking/missing, and they&#039;re all gone.  &lt;br /&gt;
&lt;br /&gt;
::- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Site Backups ==&lt;br /&gt;
&lt;br /&gt;
Ok, gents. Here&#039;s the scoop - straight from GazChap. The site is backed up every day, so there is basically no worry about losing everything if it should go down. The only thing that may be lost are transactions during that day when it is down. Normally there isn&#039;t much activity, but there is the occasional marathon editing session which some people partake in. ;)--[[User:Zombie|Zombie]] 19:41, 9 June 2006 (PDT)&lt;br /&gt;
----&lt;br /&gt;
The server hosting the UFOpaedia experienced a few issues over the weekend, but nothing major. However, I&#039;ve decided that being reliant on a third-party backup service is foolhardy - consequently I&#039;m going to be installing my own backup solution to the server soon (hopefully within the next few days) that will backup all user-submitted data. If anyone would like to volunteer to receive additional backups via e-mail (no point me just having backups, if I get knocked down by a bus we&#039;d be stuffed ;) ) then please contact me at gazchap at gmail dot com. --[[User:GazChap|GazChap]] 13:48, 31 July 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If I could ask one necessary question on this score: Gaz (or others), what might we do, if the site goes down and we can&#039;t contact you? Who&#039;s the &amp;quot;backup&amp;quot; for you?&lt;br /&gt;
&lt;br /&gt;
Why do I ask?&lt;br /&gt;
&lt;br /&gt;
In mid July the Europa Universalis 3 (EU3) wiki went down (and indeed its location at that time still [http://europa-universalis.kerak.com/wiki/index.php?title=Main_Page is]). On the EU3 [http://forum.paradoxplaza.com/forum/showthread.php?t=314776&amp;amp;page=1&amp;amp;pp=20 forum], I (RedKnight7 there) kept asking when it would be back up. The forum regulars kept saying &amp;quot;the host is on vacation or something and will be back&amp;quot;. To make a long story short, the wiki didn&#039;t come back up until two months later, at a different [http://www.paradoxian.org/eu3wiki/Main_Page place]And I have yet to post a bunch of nice EU3 reference info because I moved on to other games in the meantime, in part because the wiki was down. (That was real sad because it was &amp;quot;prime time&amp;quot; for EU3... the game had recently come out, the wiki&#039;s down for weeks, and everybody&#039;s saying, &amp;quot;relax&amp;quot;. So I relaxed on to other games.) Anyway. It still begs the question,&lt;br /&gt;
&lt;br /&gt;
We luv you for hosting this, Gaz. But can we ask for fallback plans?&lt;br /&gt;
&lt;br /&gt;
Ideas: Ask 2 or 3 of your bros, with server access (at work?), if they can be alternates. Then tell all the wiki admins who the alternates are (contact info) and instructions on just where the stuff is (in a way that makes sense to the alternates). OR, if you entirely trust 2 or 3 folks here give them the location, password, etc. OR, other possibilities are mirrors or access to site backups. OR maybe 2 or 3 wiki regulars are using a crawler (is that the word?) that regularly independently backs up the source. Or maybe even it can all be snagged off Google???&lt;br /&gt;
&lt;br /&gt;
Something, somehow. For if the wiki goes down and we can&#039;t reach the host. It&#039;s good to cover all the bases. (Just like in a good game of XCOM.) &lt;br /&gt;
&lt;br /&gt;
- [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Mike: GazChap and myself have been discussing this with Pete from StrategyCore for a while now. The idea is for StrategyCore to host the wiki so that backups are done on a consistent basis and would prevent downtime. (StrategyCore isn&#039;t going to disappear anytime soon, so by default, neither should the wiki if it is hosted by them). I&#039;ll have to get in touch with Pete again to see how far along he is in the process. --[[User:Zombie|Zombie]] 20:43, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Sounds great, Zombie. It&#039;s something hard to bring up - but a responsible thing to do. I was really shocked with what happened to EU3. Only one further stupid question - StratCore and GazChap aren&#039;t affiliated, are they? (Not both run off the same company&#039;s resources? I don&#039;t know who runs either server.) And thanks for thinking ahead! - [[User:MikeTheRed|MikeTheRed]] 16:10, 26 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Slight problem with transclusion tables for main page ==&lt;br /&gt;
&lt;br /&gt;
Folks, I&#039;ve noticed a problem with the main transclusion tables for the main page when I was adding a few links to the UFO table. &lt;br /&gt;
&lt;br /&gt;
The problem is that the tables are classed as ordinary pages. They certainly work with transclusion the same way the template pages do, but there are two problems that they create. &lt;br /&gt;
&lt;br /&gt;
The first, and most prominent, is that actual main page doesn&#039;t update when updates are made to the individual tables. You have to have your browser perform a forced refresh to get the updates to show. &lt;br /&gt;
&lt;br /&gt;
The second is that the templates aren&#039;t listed at the bottom of the edit box when you edit the main page. Having them listed would make it a convenient way to get to them rather than manually type the name into the address bar. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not a major problem, but I wanted to bring it to everyone&#039;s attention. I&#039;ll fix this later when I get a bit of free time. I a fix would just involve moving the tables into the template namespace. If not, well, I&#039;ll do a bit of cut and paste wizardry to make everything right. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
----&lt;br /&gt;
Apologies, yep template pages do update near-automatically so they are a better choice than transcluded pages. I noticed that when you move a page that has a link on the template page and subsequently edit the template to point to the new location that the links on the moved page will not refresh. You must perform a dummy edit on the pages with the template info to update the links accordingly. I&#039;ll have to check to see what happens if you rename a template link and then move the page. The same thing might happen. It depends on the software here and if it uses dynamic pointers. --[[User:Zombie|Zombie]] 08:52, 1 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean Up ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just occurring to me that &amp;quot;Community&amp;quot; does not feature the main two actual forums (XCOMUFO and StratCore) that newbies might turn to, right up front. Also, this Discussion page has gotten way long.&lt;br /&gt;
&lt;br /&gt;
Newbies need that Community connection, since that&#039;s the meaning of the word. Never mind that it can be found down around here somwhere, which even I can&#039;t find, right off. (It&#039;s why I came here, to show others examples of linking, but now I can&#039;t find where the heck the forums show up here.) Wikis should appeal to newbies heartily. Links to talk forums need to be &amp;quot;right there&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Could someone take a hand at making the forums highlighted for newbies. And also, such a dedicated person might cut down this Discussion page tons. The new Style page is a place to put some things.&lt;br /&gt;
&lt;br /&gt;
Some thoughts - [[User:MikeTheRed|MikeTheRed]] 23:39, 9 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Well, I cut this page down. It was on my list of things to do in the near future anyway.&lt;br /&gt;
&lt;br /&gt;
Ok, we have 2 &amp;quot;Community&amp;quot; pages right now: the [[UFOpaedia:Community_Portal|Community portal]] page (on the sidebar) and the [[Community]] page. The plain community page is buried at the bottom of the main page and contains the links to the forums. I&#039;m thinking that we just get rid of the community page and add that info to the community portal instead. This way, the info is always near the top of the screen for quick access. --[[User:Zombie|Zombie]] 00:14, 10 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
Ok folks, we all seem to have our own ways of adding comments to a discussion page. The way it stands now, it becomes really difficult to follow a discussion when it is broken apart with different formats. What I suggest is this: when you leave a comment use a horizontal line to separate your post from the one(s) above it. In this manner, everything is left justified and the comments are separated. The reason why I do not support the colon as comment separation is that as the discussion progresses you are going to be adding more and more just to get the indenting correct. It also makes it confusing. Another side effect is that once you have a lot of colons present it pushes the text off the page itself and forces a scroll to the right to view. That isn&#039;t good.&lt;br /&gt;
&lt;br /&gt;
I suppose if we really want to use colons as separators, we could alternate the use. If a comment is indented above yours, do nothing. If a comment is not indented, use a colon for your submission. Still, the constant zig-zagging isn&#039;t really the best idea either.&lt;br /&gt;
&lt;br /&gt;
My vote is therefore to stick with the horizontal line (four dashes). If the discussion veers way off course, or if you have a couple questions/comments, break it apart into different headings. And always sign your post too as that makes it easier to follow.&lt;br /&gt;
&lt;br /&gt;
Discuss.--[[User:Zombie|Zombie]] 20:46, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Works for me, Zombie. Another problem with indentation is that one isn&#039;t necessarily addressing only the previous comment, but it could be about the previous one, and tying together things that are 4, 6, &#039;&#039;and&#039;&#039; 12 entries back. Colons are fine for quick rejoinders, but not as a requirement. A potential alternative is to leave two blank lines, as I just did after your sig. This is a fairly clear delineator for folks scanning quickly. However, the horizontal separator is more clear, in general. So I guess I&#039;d vote for the hor-sep for all except quick comments thrown in, which can use colons. And anything that&#039;s a new topic or big break should get a new topic, using = signs. - [[User:MikeTheRed|MikeTheRed]] 21:10, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reformatted [[Talk:Exploits#Extra_Ammo_Exploit]] to demonstrate how the indentation style &#039;&#039;can&#039;&#039; work, if done consistently.  I think it&#039;s somewhat better than the line-separator style for very long discussions, making the structure a little clearer.  However, if it&#039;s sometimes-used and sometimes-not things get messy, as you&#039;ve noticed.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll codify the rules right here (surprisingly, they&#039;re not well-codified on Wikipedia itself, despite the fact that it&#039;s used quite consistently throughout the site):&lt;br /&gt;
&lt;br /&gt;
*Add an indent for each reply&lt;br /&gt;
*Reuse your prior level of indentation if it&#039;s a back and forth:&lt;br /&gt;
&lt;br /&gt;
 First person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s comment&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person again&lt;br /&gt;
 &lt;br /&gt;
 ::Third person&#039;s afterthought&lt;br /&gt;
 &lt;br /&gt;
 :Second person again&lt;br /&gt;
 &lt;br /&gt;
 ::First person jumping back in&lt;br /&gt;
 &lt;br /&gt;
 :::Third person once more&lt;br /&gt;
 &lt;br /&gt;
 ::First person again&lt;br /&gt;
&lt;br /&gt;
*If you get to 5 or 6 indents, just &amp;quot;reset&amp;quot; (start without indents for the next reply).&lt;br /&gt;
*If you have an addendum to your own comments, use the same indent level and re-sign.&lt;br /&gt;
*If somebody doesn&#039;t know/doesn&#039;t use the right indent level, fix it when adding your next reply so the rules become clear during the course of conversation.&lt;br /&gt;
*Likewise, if someone adds a new comment to the top or fails to add a heading when starting a new subject, fix it when replying.&lt;br /&gt;
&lt;br /&gt;
The problem we&#039;ve had lately is the mixing of styles, neither being used correctly.  So far it seems that myself, Sf, and NKF have been using indents, you (Zombie) and Mike favoring dashes, and most newcomers failing to use either.  No clear winner just yet. ;-)&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 23:56, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:What if you&#039;re addressing several and various issues raised before, not just a comment on the previous statement? (And it runs on for four or six paragraphs?) - [[User:MikeTheRed|MikeTheRed]] 00:14, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::If you&#039;re consolidating a bunch of replies to several earlier points, that&#039;s a good time to reset the indent.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:07, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
:NKF Stealth note for authors or any nosy person reading the source: For those pedantic about the American/British English spelling of Armour/Armor, I used the British spelling because that&#039;s how it&#039;s spelt in the game when running it in the English text mode. This may not necessarily be the case for the other games in the series or earlier localized releases, but it is very much so in v1.4ce, hence why I&#039;m sticking with it.  I&#039;d also like to add that a section relating specifically for armour is required, with some sections regarding armour management, such as how its distributed and the particulars of armour recovery when a soldier dies or is fired (i.e. none). (Damnit, just added Category:Armor -HeckRuler)&lt;br /&gt;
&lt;br /&gt;
:We should move this note to the top of the back of Main Page. English vs. USA doesn&#039;t matter. - [[User:MikeTheRed|MikeTheRed]] 22:07, 9 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I moved the above two comments from within HTML comments on the [[Soldier]] page.  Might as well &amp;quot;have a discussion&amp;quot; about it, it&#039;s what we do.  Although I&#039;m an American, I favor the in-game (British) spelling, wherever it appears (Plasma Defence, Armour, Cyberdisc, etc.).  I&#039;m, um, pedantic.  Or probably just anal-retentive.--[[User:Ethereal Cereal|Ethereal Cereal]] 00:58, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m in favour of the UK spelling scheme myself, only due to general preference and because UFO is in UK English (on the other hand, TFTD is in US English). However, I still like to think the spelling is interchangeable, and when it comes to the spelling of the actual article: redirects can do wonders! I actually left that note there as an afterthought in case some authors suddenly decide to do mass edits of the spelling, and others come along and revert the changes, and the whole process repeats itself. I mean, armor &amp;amp;rarr; armour &amp;amp;rarr; armor &amp;amp;rarr; smurf &amp;amp;rarr; armour &amp;amp;rarr; ad-infinitum. Not a nice thought. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably a very small issue on this site regardless.  By comparison, Wikipedia has yet to implement any way for Commonwealth readers to see British spellings while American readers see US spellings.  Instead, they&#039;re sticking with the comical compromise of &amp;quot;the creator of the article fates whether it&#039;ll have British or American spelling for the rest of its days&amp;quot;.  Maybe through Wikipedia&#039;s confusion the mother tongue will eventually merge back together. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 02:24, 10 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Agreed. I&#039;ll try my best to use the British spellings, but when I get on a typing roll the American spelling is what comes to me first. I usually don&#039;t catch it either when I proof read. I&#039;d say redirects would be the best solution, so &#039;Personal Armor&#039; redirects to &#039;Personal Armour&#039;. As far as the spelling in articles, I think it&#039;s pretty well known the two differences of spelling, though it could be a problem if an article switches back and forth from it alot. &lt;br /&gt;
&lt;br /&gt;
: That said this affects maybe 3 or 4 Armour articles? I can&#039;t think of any other differences that would be in an article, at least as a main subject. Maybe the occasional colour or favour. --[[User:Pi Masta|Pi Masta]] 11:59, 10 March 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If anybody is still caring about this: I say do what the Wikipedia does, and let the author do what they want. Except when you&#039;re tacking a little onto a page that&#039;s already big into one way of spelling; then stick to what it&#039;s using. I&#039;m U.S. and just want to write, not spend time looking up possible British variants - I&#039;m not even sure what they all are. There are even a lot of acceptable variants in U.S. English already, shrug.&lt;br /&gt;
&lt;br /&gt;
I like the Wikipedia rule since it focuses on getting stuff posted. Yet still in the case of XCOM, there is a real reason for letting British be the standard. I really don&#039;t care, but will use U.S. for much of my writing. Still if anybody wants to go through and re-write everything British, that&#039;s fine with me. The focus is, posting game info.&lt;br /&gt;
&lt;br /&gt;
My two cents. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Just do whatever you want MTR, that&#039;s how I&#039;ve been going about it. If later you read through an article and spot these things and decide to change them, then so be it. It&#039;s just that it would be preferable for UFO to stick to its in-game language. The same goes for TFTD and Apocalypse, which use the US spelling - hence why I try to use armor for them, but often end up typing armour instead. &lt;br /&gt;
&lt;br /&gt;
:I&#039;m sure we all agree that US and British spelling is interchangeable so this issue isn&#039;t really a big one - until we get into little wars where one party is pro one variant of the language while the other party is pro another variant, and they end up at logger heads. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== MediaWiki upgraded. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve upgraded MediaWiki to the latest version, although I&#039;m afraid I don&#039;t know how to prevent spamming etc. If anyone can point me in the direction of something about this I can take a look at it, but now that it&#039;s upgraded and I have backups I should be in a position to allow Pete at SC to take over hosting.&lt;br /&gt;
&lt;br /&gt;
: See my email Gaz. We&#039;ll get this fixed yet. The only problem I noticed with the upgrade is that the logo in the upper left isn&#039;t linked to the correct picture. :) --[[User:Zombie|Zombie]] 07:32, 28 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Fixed the logo, and I&#039;ve also added a CAPTCHA extension. You&#039;ll be prompted to enter two words if you try to: create a new account; add an external link using an anonymous account. I&#039;m now going to look at trying to give Pete at SC FTP access to the server without inadvertently giving him access to everything else I have hosted on there. Sometimes I hate these web control panels.&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve now e-mailed Pete with all the details he requires to take over hosting. --[[User:GazChap|GazChap]] 12:19, 30 September 2007 (BST)&lt;br /&gt;
&lt;br /&gt;
:::Great job, Gaz. Thanks as always for your hosting!! - [[User:MikeTheRed|MikeTheRed]] 16:21, 12 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Smart Quotes ==&lt;br /&gt;
&lt;br /&gt;
Do we use them? When I write up articles in MS Word, it automatically uses &amp;quot;smart quotes,&amp;quot; i.e., “this.” I can imagine that there could be some benefit to keeping it all consistent.&lt;br /&gt;
&lt;br /&gt;
[[User:NinthRank|NinthRank]] 17:48, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I can&#039;t see any practicality in trying to convert all articles to smart quotes, so I&#039;ll clean up the ones that I&#039;ve done with straight quotes to be consistent.&lt;br /&gt;
&lt;br /&gt;
:[[User:NinthRank|NinthRank]] 19:30, 25 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13929</id>
		<title>Talk:Item Stacking Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Item_Stacking_Bug&amp;diff=13929"/>
		<updated>2007-11-06T23:35:58Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Effects of different items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of different items ==&lt;br /&gt;
&lt;br /&gt;
I have not tested many combinations yet, but here are some initial observations:&lt;br /&gt;
&lt;br /&gt;
1) Stacking two objects in one hand counts as one object for purposes of accuracy calculations. (Tested with Heavy Laser/Psi-Amp.)&lt;br /&gt;
&lt;br /&gt;
2) To be able to use an item (Stun Rod, Psi-Amp) and a weapon, the weapon must be placed first.&lt;br /&gt;
&lt;br /&gt;
3) If stacking two weapons, the one that will be used seems to be the first one in the item list. (I tried stacking a Pistol and a Heavy Laser in both possible orders; the pistol fired in both cases.)&lt;br /&gt;
&lt;br /&gt;
4) If the total number of available actions exceeds five, then the game crashes. (I think that this is true, because a Laser Rifle/Psi-Amp crashes [Throw, Panic, MC, Snap, Auto, Aimed = 6], but Heavy Laser/Psi-Amp does not [Throw, Panic, MC, Snap, Aimed = 5]).&lt;br /&gt;
&lt;br /&gt;
TODO: More testing. -- [[User:NinthRank|NinthRank]] 15:35, 6 November 2007 (PST)&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Defense_Array_(Apocalypse)&amp;diff=13824</id>
		<title>Laser Defense Array (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Defense_Array_(Apocalypse)&amp;diff=13824"/>
		<updated>2007-10-28T16:45:21Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Made a little more accurate, should be finished eventually...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Laser Defense Array will automatically attempt to destroy incoming missiles. Unfortunately, it rarely does unless a Missile Evasion Matrix is active. It cannot be mounted on ground vehicles.&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Government&amp;diff=13823</id>
		<title>Government</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Government&amp;diff=13823"/>
		<updated>2007-10-28T16:33:21Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mega Primus (Apocalypse)|Mega Primus]] is a city state ruled by thirteen elected senators.  This Goverment is directly responsible for the legal system and the mass transit systems.  All other city services, including the policing of the city, are contracted to various corporations.  In practice, the immense bureaucracy holds the most power.  Senior civil servants are responsible for maintaining the city edicts and defining citizenship and its obligations.  They cannot be removed for the jobs except through proven misconduct.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
Non-hostile relations with the Government allow you to receive your end-of-week payments.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Solmine&amp;diff=13822</id>
		<title>Solmine</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Solmine&amp;diff=13822"/>
		<updated>2007-10-28T16:31:46Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The discovery of [[Elerium-115|Elerium]] sources in distant solar systems has produced a new gold rush.  The Solmine corporation owns most of the mining operations and it imports Elerium directly to [[Mega Primus (Apocalypse)|Mega Primus]].  These mining operations sustain the economies of the numerous small colonies, but they are still governed from Earth.  There have been demands for independence and some rebellions.  Major corporations, fearing diminished profits and raised Elerium prices have suppressed these revolts with the aid of Solmine and [[Marsec]].&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
Non-hostile relations with Solmine allows you to purchase Elerium for your plasma cannons.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megapol&amp;diff=13821</id>
		<title>Megapol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megapol&amp;diff=13821"/>
		<updated>2007-10-28T16:29:02Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Reorder/rewrite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Megapol not only runs the city police force and prison service, it also manufactures vehicles, weapons and munitions.  It directly competes with the [[Marsec]] corporation for lucrative markets in the mining colonies and [[Mega Primus (Apocalypse)|Mega Primus]].  The major problems for Megapol are the criminal gangs that distribute Psiclone and the UFO incursions which are regarded as a threat to city security.  Police vehicles bravely intercept UFOs as they materialize from the [[Dimension Gates]], but they are woefully under equipped to deal with them.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
Megapol runs the city&#039;s police, fire, and ambulance services, as well as producing some of the more important weapons and equipment in the game. They start out friendly to you, and you should keep them that way, because (not mentioning the fact that you absolutely need Megapol&#039;s weapons early on) Megapol officers are some of the most difficult enemies in the game. Megapol also has several road and air squad cars patrolling the city. It would be much more convenient for them to keep shooting at Aliens, rather than at you. If you become enemies with them, the most likely turn of events will end in you LOSING THE GAME.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=13820</id>
		<title>Cult of Sirius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cult_of_Sirius&amp;diff=13820"/>
		<updated>2007-10-28T16:20:45Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Rewrite of the raiding section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This bizarre cult has whipped up a religous frenzy following the appearance of the [[Dimensional Gates|Dimension Gates]].  The cult has long believed in redemption of the human race by a superior Alien race.  They believe the UFOs and Aliens to be harmless and are rapidly gaining credibility and recruits from the general populations.  This represents a considerable threat to [[X-Com (Apocalypse)|X-COM]] because the cultists will do anything to assist the Aliens in their purpose, whatever that might be.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Quickly and repeatedly raiding the Cult Temples at the beginning of the game can yield massive cash income, Agent experience, and tactical points for X-COM&#039;s weekly evaluation. Nor does X-COM need to fear retribution (except from the Cult itself) for such actions, as the [[Government]]&#039;s official position is that any morons who decide to worship Aliens ought to be shot on sight.&lt;br /&gt;
&lt;br /&gt;
However, raiding the cultists can leave all your agents either very dead or very injured. Just remember that you are using basic weaponry at the start of the game, and cultists are using [[Marsec]] [[Marsec Heavy Launcher|Heavy Launcher]]s, [[Megapol]] [[Megapol Plasma Gun|Plasma Gun]]s, [[Marsec Minilauncher|MiniLaunchers]], and [[Marsec Proximity Mine|Proximity Mine]]s (as general explosives).&lt;br /&gt;
&lt;br /&gt;
Instead, if your conscience permits you, consider performing [[Tactics (Apocalypse)|Stun Grapple Raid]]s, as you can recover all of the equipment (and more!) that the Cult has and be almost completely free of risk.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=13819</id>
		<title>Superdynamics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=13819"/>
		<updated>2007-10-28T15:43:36Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Corrected a misleading statement and changed a link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinement of [[Elerium (Apocalypse)|Elerium]] powered anti-grav propulsion units has created a new industry for ecologically friendly power sources.  Superdynamics has developed sophisticated plants for producing power units of all sizes as well as a variety of airborne anti-grav vehicles.  The cost of manufacture is high and Elerium is also in short supply.  This means that privately owned vehicles are rare, but Superdynamics developed and installed the anti-grav system for the People Tubes.  These safe and efficient tube ways rapidly became the mass transit system for [[Mega Primus (Apocalypse)|Mega Primus]] in direct competition to the road network.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
Superdynamics manufactures several essential pieces of equipment, including Cargo Modules, Fusion Powerfuel, and all of the aircraft engines. All is not lost if you get on their bad side, however, as all of these components come standard on one or another of the road or air vehicles, which are mostly manufactured by [[Marsec]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Humans_(Apocalypse)&amp;diff=13818</id>
		<title>Humans (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Humans_(Apocalypse)&amp;diff=13818"/>
		<updated>2007-10-28T15:35:11Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Slight reorder of sentences.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Humans will probably be the mainstay of your forces. They usually start out with very good physical skills, they level up in them quite quickly, with these soldiers obtaining amazing accuracy and stamina levels within a very short period of time. The only true problem with human forces are their poor psionic skills. These troops tend to be very susceptible to psionics when facing off against [[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]]s and [[Psimorph (Apocalypse)|Psimorph]]s. Even when maxed, their own psi skills are completely ineffective except against some anthropods. Otherwise, these troopers can go through anything very quickly. With the proper firepower, they will surpass all of your other troops.&lt;br /&gt;
&lt;br /&gt;
You can train human agents. This can only be done if the base of operations at which they are staying has a [[Training Area (Apocalypse)|Training Area]] or a [[Psi-Gym (Apocalypse)|Psi-Gym]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Agents (Apocalypse)|Agents]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Transporter_(Apocalypse)&amp;diff=13797</id>
		<title>Alien Transporter (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Transporter_(Apocalypse)&amp;diff=13797"/>
		<updated>2007-10-27T16:48:14Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Changed the image locations, reworded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ufo-03mapi.gif|frame|The Tactical combat map of the Transporter.]]&lt;br /&gt;
[[Image:Ufo-03.gif|Transporter]]&lt;br /&gt;
Alien Transporter (UFO Type 3) is probably the most important Alien ship in the game. Without capturing one of these, you will not be able to research alien propulsion, energy, or control systems, preventing you from gaining access to interdimensional travel.&lt;br /&gt;
&lt;br /&gt;
The Transporter itself is lightly armed and does not present significant danger to [[X-Com (Apocalypse)|X-COM]]. The problems come from its escorts &amp;amp;ndash; fast and dangerous [[Alien Fast Attack Ship (Apocalypse)|Fast Attack Ships]]. The Transporter will ignore your vehicles, as its only purpose is to give you a headache by sending a large infiltration force into a building. Its slow speed is compensated by heavy armor, so it might take some time to bring it down. It is also the first manned Alien ship that you will meet.&lt;br /&gt;
&lt;br /&gt;
Tactical combat is fairly easy, since there are only two entrances &amp;amp;ndash; facing north and south &amp;amp;ndash; and neither of them is cloaked in smoke from the crash. A single [[Megapol]] [[Megapol AP Grenade|AP Grenade]] thrown to the door should lure the most of the aliens out.&lt;br /&gt;
&lt;br /&gt;
Note that some of the crew can perish in the crash. The infiltration force always dies completely if the ship is shot down before it could beam the force into a building.&lt;br /&gt;
&lt;br /&gt;
 Stats:&lt;br /&gt;
 Top Speed: 8&lt;br /&gt;
 Health: 400&lt;br /&gt;
 Armor: 36&lt;br /&gt;
 Score: 150&lt;br /&gt;
 Equipment: Light Disruptor Beam&lt;br /&gt;
            + Small Disruption Shield (Late in game)&lt;br /&gt;
 Crew: 2 Alien Eggs, 4 Anthropods, 2 Hyperworms, 2 Chrysalises, 1 Popper, 4 Spitters&lt;br /&gt;
 Infiltration force: 5 Anthropods, 5 Alien Eggs, 3 Brainsuckers, 3 Multiworms, 1 Popper, 3 Spitters&lt;br /&gt;
 Research components: (aside from the ship itself): Alien Propulsion System, Alien Energy Source,&lt;br /&gt;
 Alien Control System, Light Disruptor Beam, Small Disruption Shield&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Scout_Ship_(Apocalypse)&amp;diff=13796</id>
		<title>Alien Scout Ship (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Scout_Ship_(Apocalypse)&amp;diff=13796"/>
		<updated>2007-10-27T16:40:18Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: I think that makes the images a tad better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Landing1.gif|frame|The Scout Ship drops the aliens into the building.]]&lt;br /&gt;
[[Image:Ufo-02.gif|Scout Ship]]&lt;br /&gt;
Like the [[Alien Probe (Apocalypse)|Alien Probe]], the Alien Scout Ship is an unmanned and relatively harmless vessel that does not have any serious impact on the research. However, one major difference is that Scout Ship can and will drop alien raiders into the city buildings. Although it is usually a good idea to destroy them before they do so, you might want to let them drop the troops so you can capture them and their equipment. The raiding party apparently dies a slow (or fast), horrible, and incredibly painful death if the Scout Ship is shot down, so you don&#039;t have to fight for the wreck.&lt;br /&gt;
 Stats:&lt;br /&gt;
 Top Speed: 12&lt;br /&gt;
 Health: 120&lt;br /&gt;
 Armor: 27&lt;br /&gt;
 Score: 100&lt;br /&gt;
 Eqipment: Light Disruptor Beam&lt;br /&gt;
           + Small Disruption Shield (Late game)&lt;br /&gt;
 Infiltration force: 3 Alien Eggs, 1 Anthropod, 2 Brainsuckers, 2 Multiworms, 5 Spitters&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=13795</id>
		<title>Disruptor Gun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Gun&amp;diff=13795"/>
		<updated>2007-10-27T16:32:12Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Some rewording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Disruptor_Gun.jpg|frame|The Disruptor Gun, image from the UFOpaedia]]&lt;br /&gt;
This is the Aliens tier-three or -four weapon, moderately powerful, fairly accurate, and, most importantly of all, possessing infinite ammo. It packs far more firepower than the [[Megapol Laser Sniper Gun]] and [[Marsec M4000 Machine Gun]], effectively outclassing either gun, and its abundance in the first two weeks or so makes it the staple weapon of [[X-Com (Apocalypse)|X-COM]] forces for the next two to four weeks. When soldiers wear anything less than [[Agents Armor (Apocalypse)|X-COM Disrupter Armor]], the Disrupter Gun is extremely deadly in close quarters combat, requiring only one or two hits to critically injure a soldier, and it may allow a flanking [[Anthropod (Apocalypse)|Anthropod]] or [[Skeletoid (Apocalypse)|Skeletoid]] to kill a single soldier or unprepared squad. Aliens armed with the Disrupter Gun are the most dangerous enemies that you will see in the first few weeks, with the only real rival in danger being [[Multiworm (Apocalypse)|Multiworm]]s and [[Hyperworm (Apocalypse)|Hyperworm]]s in close quarters combat. Disrupter Gun wielding aliens should be your first target in combat.&lt;br /&gt;
&lt;br /&gt;
The Disrupter Gun is best considered a submachine gun for its rapid, if not accurate fire. The closest human match to the Disrupter Gun would be the [[Megapol]] [[Megapol Plasma Gun|Plasma Gun]]. Beware that because of the good power and poor accuracy of the Disruptor Gun, property damage becomes much more difficult to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Disruptor Gun is a remarkable piece of technology. It propels a beam of sub-atomic particles at immense speeds and quantity. The chamber which generates the energy is an inter-dimensional device which materializes energy from an alternative dimension. The power source, once initiated, is self-perpetuating and no ammunition or energy pods are required to sustain the fire power. Our replicators can reproduce this technology fairly accurately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Alien Artifacts (Apocalypse)|Alien Artifacts]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Transtellar&amp;diff=13794</id>
		<title>Transtellar</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Transtellar&amp;diff=13794"/>
		<updated>2007-10-27T16:10:27Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Slight correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Transtellar corporation owns the Space Port and many of the Space Liners that ship to the city.  They also own many warehouses spread throughout the city which are used by many corporations involved in importing and exporting.  The city goods transport service and the taxi service are owned and run by Transtellar.  The corporation has been regarded suspiciously by [[Megapol]] which considers the corporation susceptible to Alien contamination.&lt;br /&gt;
&lt;br /&gt;
== Benefits == &lt;br /&gt;
Retaining non-hostile relations with Transtellar allows [[X-Com (Apocalypse)|X-COM]] to use their taxi and transport services; once you get on bad terms with them, your personnel will be forced to use the People Tubes. (Agents can travel via X-COM&amp;amp;ndash;owned transports.) When purchasing goods, the manufacturer contracts Transtellar to deliver them, so X-COM&amp;amp;ndash;Transtellar relations have no effect. Once Transtellar becomes unfriendly, the only goods that can be transported between bases are those that can be carried by Agents.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Corporations (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blaster_Launcher&amp;diff=13739</id>
		<title>Blaster Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blaster_Launcher&amp;diff=13739"/>
		<updated>2007-10-26T03:21:51Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: /* Usage */ Made a nicer link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This man-portable total destruction device is the heaviest weapon alien artifact you&#039;ll discover. It fires the football-shaped [[Blaster Bomb]] which can hover and route through up to nine programmable waypoints before detonating on impact with a small explosion. &#039;Small&#039; being a relative term for battlefield nuclear weapons. A safety radius of 10-20 meters is a good guideline. Blaster Bombs are &#039;&#039;outside&#039;&#039; toys, and can generally be relied upon to kill anything unlucky enough to be hit by them (and anything nearby). Although the weapon can only fire one shot before requiring a reload, one shot is usually enough.&lt;br /&gt;
&lt;br /&gt;
Researching the Launcher and it&#039;s ammo allows you to research the [[Fusion Ball Launcher]] and [[Hovertank/Launcher]] projects.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Blaster Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS35.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 16&lt;br /&gt;
*TUs: &lt;br /&gt;
**Aimed: 80% (Accuracy 120%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $90,000 for parts, 1,200 Engineer Hours, 1 Alien Alloy&lt;br /&gt;
*Sell Price: $144,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Blaster Bomb:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS36.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 200 High Explosive&lt;br /&gt;
*Ammo: 1&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $8,000 for parts, 220 Engineer Hours, 3 Elerium&lt;br /&gt;
*Sell Price: $17,028&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BB [[explosions]] have an 11 tile radius. A soldier on the 11th tile can still be &#039;&#039;&#039;killed&#039;&#039;&#039; as BB&#039;s do average 90 points damage &#039;&#039;&#039;at the edge&#039;&#039;&#039; of the explosion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Though the [[UFOpaedia]] states that the blaster launcher costs 80% of your TUs to fire, this is in fact incorrect. It only costs 66% to use the launch command. The 80% only applies to the blaster launcher&#039;s &#039;aimed shot&#039;, which is disabled when the &#039;launch&#039; command is enabled. The launch command is a completely different firing mode entirely.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
* Use left clicks to set up to 9 waypoints. Two are the recommended minimum. To guarantee detonation, the last two waypoints should guide the bomb towards something solid such as a wall or floor. Right clicks will unset the last waypoint you set. &lt;br /&gt;
* The [[Hovertank/Launcher|Hovertank]] fusion ball is fired by the top-most section of the hovertank (the upper left corner when viewed via the overhead map).&lt;br /&gt;
* A bomb fired from within the [[Skyranger]] cannot be relied upon to cleanly exit the craft.  Firing from the lip of the craft &#039;&#039;may&#039;&#039; be safe, especially if you angle your first waypoint away from the edge adjacent to the firer: if you&#039;re on the left side of the craft, angle your first waypoint to the right, and vice-versa.&lt;br /&gt;
* Similarly, it appears to be impossible to fire a Blaster Bomb from inside an [[Avenger]]. On the CE (Windows) version of the game, there appears to be a pink door covering the rear of the craft that the Blaster Bomb hits every time. Curiously, units can walk through this &amp;quot;door&amp;quot; and the explosion damage from the Blaster Bomb detonating also goes through the door and will kill any unit within range on the outside of the craft.&lt;br /&gt;
* In the CE (Windows) version of the game, attempting to fire a Blaster Bomb along an absolutely vertical path (as opposed to on an angle) results in it flying south instead. Aliens will still set vertical waypoints however, often killing themselves as a result.&lt;br /&gt;
* If it somehow misses a waypoint (via the above method or drift), a bomb will restart its path from the correct waypoint if it later passes it or if it flies off the edge of the map (so long as there are two or more waypoints remaining).&lt;br /&gt;
* Soldiers do not need to face targets or waypoints when firing. &amp;lt;i&amp;gt;Eh? I&#039;m sure a soldier will turn to face the correct direction when he fires, same as if any other weapon was used! - BB&amp;lt;/i&amp;gt;   &amp;lt;i&amp;gt;*I have found (in CE Version) that facing more than 90 degrees from your first waypoint (opposite is worst) will usually result in instant detonation, this sometimes kills aliens who attempt to fire these as they sometimes don&#039;t come &amp;quot;about face&amp;quot; before firing. - Fubar&amp;lt;/i&amp;gt;&lt;br /&gt;
* Blaster Bombs can break open a single section of &#039;&#039;&#039;UFO outer hulls&#039;&#039;&#039; (see [[Destroying Terrain]]). They will carry through with enough power to detonate the nav modules on the other side of the hull, if you hit north or west sides. See [[Explosions#When_Is_a_Wall_not_a_Wall|Explosions: When Is a Wall not a Wall]]. This is not true of shells fired from the [[Hovertank/Launcher|Hovertank]]&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Aim for large, open areas first to maximize the effects of your blasts. If you want to send a shell into a UFO, first punch open the bridge, then send a shell into that section of the craft to ensure you destroy the highest ranking aliens.&lt;br /&gt;
&lt;br /&gt;
When using BBs for base defense, remember that it is possible to destroy your own base with them! Use waypoints to hit the rear side of your (indestructible) entry lift (this helps to avoid destroying adjacent modules), then send another through the resulting hole to nuke the lift contents. Now nuke the (also indestructible) hangars. Be careful of the effects of drift whenever firing through a narrow area.&lt;br /&gt;
&lt;br /&gt;
Units can only hold so many Blaster Bombs. However, because just about any target can be hit from anywhere, there&#039;s no real need for the launcher units to move about. Hence one tactic is to have them stand on top of a large supply of ammo, as opposed to having them carry the extra bombs with them.&lt;br /&gt;
&lt;br /&gt;
== Drift ==&lt;br /&gt;
Blaster Bombs will often veer slightly off course as they travel, regardless of your units&#039; firing accuracy stat. If it strikes an object (such as a wall, unit, or even the floor) before reaching the next waypoint, it will explode. The waste of a perfectly good bomb aside, a misfire could result in the decimation of your own squad.&lt;br /&gt;
&lt;br /&gt;
Set the bomb&#039;s path through the air if possible. There&#039;s nothing to hit up there, so even if it does drift, this won&#039;t stop it from ultimately hitting the target. Remember to avoid setting waypoints directly above or below each other if using the CE version.&lt;br /&gt;
&lt;br /&gt;
Drift can result in waypoints being missed completely. For this reason, it pays to set multiple waypoints around the final target. If you can, send the bomb up in the air, then dunk the bomb back down again - even if it misses your actual target, it&#039;ll detonate when it hits the ground.  Be sure, however, that it explodes on the same map level as its intended target, as explosive damage does not carry over to other levels.&lt;br /&gt;
&lt;br /&gt;
Drift is particularly dangerous when firing in narrow corridors, such as those found in bases.  In order to avoid this, don&#039;t allow the bombs path to cross a tile that has a wall in it. Without benefit of a diagram, the best way to explain this is to say that waypoints should be set as south-easterly as possible (as walls tend to be placed in the northern or western most tiles). Also, try to enforce 90° turns.&lt;br /&gt;
&lt;br /&gt;
== Safe Practise ==&lt;br /&gt;
Because of the indirect-fire nature of the Blaster Launcher, Launcher-armed soldiers need not be on your squad&#039;s front line.  Ideally, Launcher-armed units should be kept out of the line of fire to prevent them from using reaction fire, which could result in the death of several friendly units, including the unit carrying the launcher.&lt;br /&gt;
&lt;br /&gt;
While the Blaster Bomb is an awesome tool in your fight against the aliens, it is still originally their weapon, and there are times when it will be used against you.  Alien units will only carry them during a base defense/offense mission or if deployed on [[Battleship]]s.  During these missions, soldiers caught out in the open are wise to crouch (true of any situation). A BB shot directly at a crouching soldier on a level course will simply fly harmlessly over their head, (hopefully) detonating at a distance.&lt;br /&gt;
&lt;br /&gt;
If an alien is carrying a blaster launcher, you can prevent it from shooting by having your soldiers move right up next to it. The AI, though generally stupid, does have some sense of self preservation and will not fire a blaster launcher at a close range target. Just remember that units further away may still be fired on. This strategy only works on aliens with blasters and grenades, and only applies to UFO and TFTD. The aliens in X-Com Apocalypse are a tad psychotic when it comes to explosives.&lt;br /&gt;
&lt;br /&gt;
Finally, when facing psionic Sectoid Leaders/Commanders or Ethereals, DO NOT give a blaster launcher to a soldier susceptable to mind control or panic attacks.&lt;br /&gt;
&lt;br /&gt;
== Dud Shells ==&lt;br /&gt;
Sometimes you will get into a situation where your blaster launcher cannot be loaded with a new shell. When you examine the weapon, you&#039;ll find that it&#039;s still loaded, but will have 0 rounds. In order to use the blaster again, the empty shell must be unloaded. &lt;br /&gt;
&lt;br /&gt;
This situation occurs whenever you attempt to fire the blaster launcher with only 1 waypoint. A blaster launcher fired by way of reaction fire (see next section) will also leave a dud shell behind, as it&#039;s technically a 1-waypoint attack.  If you set multiple waypoints but the bomb explodes before it reaches its first waypoint, this will also create a dud.&lt;br /&gt;
&lt;br /&gt;
Note that the Collectors Edition of X-Com UFO has rectified this problem to a certain extent. You no longer get a dud shell when:&lt;br /&gt;
&lt;br /&gt;
# You fire the blaster with reaction fire&lt;br /&gt;
# You use a 1-waypoint attack and the blaster bomb misses its target and flies off the map. You will still get the empty shell if the fusion ball hits something and explodes.&lt;br /&gt;
&lt;br /&gt;
Dud shells do not come back to base with you at the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Reaction Fire ==&lt;br /&gt;
* In case it&#039;s not obvious, reaction-fired blasters are generally a bad thing.  There is no chance to guide them, so they fly straight forward, and your soldiers will gladly fire at a target a few paces away. Unless the target is far away and the shot is very accurate, you can expect several friendly casualties. Keep your blaster units out of the line of sight of the enemy, and/or with weapons unloaded until needed.  It may be sufficient to have them face away from the combat zone.&lt;br /&gt;
* After a shot is spent via reaction fire, the empty casing &amp;quot;dud&amp;quot; must be unloaded before using again. This bug has been fixed in the Collectors Edition of X-Com UFO and no longer occurs except with normal one-waypoint shots. &lt;br /&gt;
* The time to reaction-fire a blaster is significantly less than the time it takes to normally shoot one.&lt;br /&gt;
* One trick to avoid accidentally using a blaster launcher during attacks of opportunity is to keep your blaster unloaded and only load it when you need to use it. You cannot fire an empty weapon. This works for [[Rocket Launcher]]s and [[Small Launcher]]s as well.&lt;br /&gt;
* An even better trick is to arm another weapon in the other hand and set it as the [[active weapon]] (that is, visible in the soldiers hands) before ending the turn. You will only switch over to the blaster launcher once the active weapon runs out of ammo (which will never happen if it is a [[Laser Pistol]] or [[Laser Rifle|Rifle]]) .&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_Equipment_(Apocalypse)&amp;diff=13738</id>
		<title>Agents Equipment (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_Equipment_(Apocalypse)&amp;diff=13738"/>
		<updated>2007-10-26T03:16:59Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: Removed the redundant links at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mega Primus Weapons==&lt;br /&gt;
&lt;br /&gt;
[[Megapol AP Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Stun Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Marsec Proximity Mine]]&lt;br /&gt;
&lt;br /&gt;
[[Marsec High Explosive]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Lawpistol]]&lt;br /&gt;
&lt;br /&gt;
[[Marsec M4000 Machine Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Laser Sniper Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Auto Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Plasma Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Marsec Heavy Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[Marsec Minilauncher]]&lt;br /&gt;
&lt;br /&gt;
[[Megapol Stun Grapple]]&lt;br /&gt;
&lt;br /&gt;
[[Power Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Incendiary Grenade]]&lt;br /&gt;
&lt;br /&gt;
==General Equipment==&lt;br /&gt;
&lt;br /&gt;
[[Mind Shield (Apocalypse)|Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Mind Bender]]&lt;br /&gt;
&lt;br /&gt;
[[Medi-Kit (Apocalypse)|Medi-Kit]]&lt;br /&gt;
&lt;br /&gt;
[[Motion Scanner (Apocalypse)|Motion Scanner]]&lt;br /&gt;
&lt;br /&gt;
[[Psiclone]]&lt;br /&gt;
&lt;br /&gt;
[[Elerium (Apocalypse)|Elerium]]&lt;br /&gt;
&lt;br /&gt;
==X-COM Weapons==&lt;br /&gt;
&lt;br /&gt;
[[Biological Warfare (Apocalypse)|Toxigun]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Gas (Apocalypse)|Alien Gas]]&lt;br /&gt;
&lt;br /&gt;
==Alien Artifacts==&lt;br /&gt;
&lt;br /&gt;
[[Disruptor Gun]]&lt;br /&gt;
&lt;br /&gt;
[[Devastator Cannon]]&lt;br /&gt;
&lt;br /&gt;
[[Boomeroid]]&lt;br /&gt;
&lt;br /&gt;
[[Brainsucker Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[Entropy Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[Dimension Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[Vortex Mine]]&lt;br /&gt;
&lt;br /&gt;
[[Personal Disruptor Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Personal Teleporter]]&lt;br /&gt;
&lt;br /&gt;
[[Personal Cloaking Field]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&amp;diff=13735</id>
		<title>Biological Warfare (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&amp;diff=13735"/>
		<updated>2007-10-26T03:13:49Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biological Warfare can be considered the ultimate human-designed weapon to fight the aliens. Once you get a recharging weapon, you will NEVER go back to clip-based weapons, so you pretty much won&#039;t use this unless desperate to get through a heavily shielded opponent quickly. Toxin C, however, packs a punch. Toxins B and C must be researched separately.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Toxigun (UFOpaedia).png|frame|X-COM Toxigun]]&lt;br /&gt;
=== Toxigun ===&lt;br /&gt;
The Toxigun is one of the most powerful weapons in the game, available upon the completion of Biological Warfare research. Not only do the toxins specifically target alien biologies, but Toxigun shots can pass through Personal Disrupter Shields without destroying them. Note, however, that the toxins are relatively harmless to human adversaries.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Toxigun.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 2&lt;br /&gt;
* Weight: 5&lt;br /&gt;
* ROF: 4.50 r/s&lt;br /&gt;
* Accuracy: 40%&lt;br /&gt;
* Manufacturer: X-COM&lt;br /&gt;
* Manufacturing Price: $1,200&lt;br /&gt;
* Base Sale Price: $2,780&lt;br /&gt;
* Maximum Weekly Stock: 8&lt;br /&gt;
* Battlescape Score: 4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An X-COM weapon designed to shoot high powered projectiles containing anti-Alien toxic fluids. It is designed to cause minimal harm to other targets and is not very good at penetrating armor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
[[Image:Toxin A (UFOpaedia).png|frame|Toxin A]]&lt;br /&gt;
=== Toxigun A-Clip ===&lt;br /&gt;
With the Toxigun comes Toxin A. While it is weak, it does have the ability to bypass (and thus capture) shields.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Toxin A.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 50&lt;br /&gt;
* Damage Type: Toxin A&lt;br /&gt;
* Ammo: 16&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Manufacturer: X-COM&lt;br /&gt;
* Manufacturing Price: $200&lt;br /&gt;
* Base Sale Price: $500&lt;br /&gt;
* Maximum Weekly Stock: 16&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ammunition for Toxigun. It contains a lethal fast acting poison designed to target Alien life forms. It is not so effective against the more advanced bipedal Alien types.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
[[Image:Toxin B (UFOpaedia).png|frame|Toxin B]]&lt;br /&gt;
=== Toxigun B-Clip ===&lt;br /&gt;
Toxin B is a step up from Toxin A, but still not as potent as Toxin C. I don&#039;t suggest going into mass manufacturing until you have successfully created Toxin C and have the resources to mass-manufacture the toxin.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Toxin B.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 65&lt;br /&gt;
* Damage Type: Toxin B&lt;br /&gt;
* Ammo: 16&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Manufacturer: X-COM&lt;br /&gt;
* Manufacturing Price: $300&lt;br /&gt;
* Base Sale Price: $700&lt;br /&gt;
* Maximum Weekly Stock: 16&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ammunition for Toxigun. It contains a lethal fast acting poison designed to target Alien lifeforms. It effectively renders the earlier A-type toxin obsolete because it is more powerful and more effective against the higher Alien life forms.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
[[Image:Toxin C (UFOpaedia).png|frame|Toxin C]]&lt;br /&gt;
=== Toxigun C-Clip ===&lt;br /&gt;
Toxin C. This is the pinnacle of anti-alien warfare. A couple of shots will render even the hardiest Megaspawn dead at your feet. A great weapon, to be sure, but still lacks the ability to recharge. I use Devastator Cannons more often than this, but it is a good weapon nonetheless. NEVER use this weapon if you cannot mass-manufacture Toxin C. Otherwise your troops will end up without ammunition, which tends to put a damper on your success in battles.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Toxin C.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 85&lt;br /&gt;
* Damage Type: Toxin C&lt;br /&gt;
* Ammo: 16&lt;br /&gt;
* Range: 50m&lt;br /&gt;
* Manufacturer: X-COM&lt;br /&gt;
* Manufacturing Price: $400&lt;br /&gt;
* Base Sale Price: $900&lt;br /&gt;
* Maximum Weekly Stock: 16&lt;br /&gt;
* Battlescape Score: 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ammunition for Toxigun. A fast acting poison which targets all Alien life forms with equally devastating effects. This toxin effectively supersedes the A or B types.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Biochemistry (Apocalypse)|Biochemistry]]&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psiclone&amp;diff=13734</id>
		<title>Psiclone</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psiclone&amp;diff=13734"/>
		<updated>2007-10-26T03:07:49Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally created by [[Psyke]], the Psiclones soon became the ultimate psychoactive drugs and the primary cause of gang warfare in Mega Primus. [[Megapol]]&#039;s proactive confiscation of Psiclone implants has only managed to keep prices high. To [[X-Com (Apocalypse)|X-COM]] &amp;amp;ndash; paid to fight [[Aliens (Apocalypse)|Aliens]] and not to keep the peace in the city &amp;amp;ndash; the Psiclone market can be a valuable secondary source of income.&lt;br /&gt;
&lt;br /&gt;
Psiclones are most commonly found in [[Tactics (Apocalypse)#Slum Building Item Spawn Spots|gangs&#039; slums]], but the [[Cult of Sirius]] also possesses them, presumably for use in their religious ceremonies.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Psiclone (UFOpaedia).png|frame|Psiclone]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Psiclone.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 6&lt;br /&gt;
* Manufacturer: Psyke&lt;br /&gt;
* Base Price: $4,500&lt;br /&gt;
* Minimum Weekly Stock: 0&lt;br /&gt;
* Maximum Weekly Stock: 40&lt;br /&gt;
* Battlescape Score: 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Psiclone implant is manufactured and distributed by criminal gangs. It allows the user to experience any mental state or images just by imagining them. Its widespread popularity and detrimental effect on the health of young citizens led the Senate to ban the use or distribution of the device. The price of Psiclone implants has subsequently soared and this has resulted in open warfare between the criminal gangs and Megapol.&amp;quot;&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary_Grenade&amp;diff=13733</id>
		<title>Incendiary Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary_Grenade&amp;diff=13733"/>
		<updated>2007-10-26T03:04:32Z</updated>

		<summary type="html">&lt;p&gt;NinthRank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Incendiary Grenade is the most convenient way to build a fire in Mega Primus. Instead of toting an [[Megapol Auto Cannon|Auto Cannon]] with incendiary ammunition, Agents can simply pack a few Incendiary Grenades. In stark contrast to the sleek lines and polished surfaces seen throughout [[Megapol]]&#039;s and [[Marsec]]&#039;s product lines, Incendiary Grenades are crudely but robustly constructed by [[Diablo]].&lt;br /&gt;
&lt;br /&gt;
Although fire is not the most efficient way to kill enemies, its psychological effect is enormous: any unit caught in the flames will stop fighting and try to escape. [[Agents Armor (Apocalypse)|Armor]] protects against fire very well, but even Agents in Disruptor Armor will run hysterically out of the flames. [[Personal Disruptor Shield|Disruptor Shield]]s provide no protection against the heat. Note that fire will destroy both terrain and items, so be sure not to leave anything valuable in the flames!&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Diablo Incendiary Grenade (UFOpaedia).png|frame|Incendiary Grenade]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Diablo Incendiary Grenade.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 1&lt;br /&gt;
* Power: 80&lt;br /&gt;
* Damage Type: Incendiary&lt;br /&gt;
* Blast Radius: 4&lt;br /&gt;
* Manufacturer: Diablo&lt;br /&gt;
* Base Price: $60&lt;br /&gt;
* Minimum Weekly Stock: 10&lt;br /&gt;
* Maximum Weekly Stock: 30&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A grenade which disperses an incendiary agent, creating fires within a large radius. The incendiary grenade was originally created by Diablo and is popular with many of the city&#039;s criminal gangs.&amp;quot;&lt;/div&gt;</summary>
		<author><name>NinthRank</name></author>
	</entry>
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