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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nsandersen</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T10:32:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BASE.DAT&amp;diff=112730</id>
		<title>BASE.DAT</title>
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		<updated>2022-12-22T17:34:57Z</updated>

		<summary type="html">&lt;p&gt;Nsandersen: Phantom facility completion bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==UFO Structure==&lt;br /&gt;
&#039;&#039;Ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s] great pages&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE.DAT:&#039;&#039;&#039; Each entry is 292 Bytes long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;00-0E:&#039;&#039;&#039; Base Name, pretty obvious&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0F:&#039;&#039;&#039; Presumably the Null character if the Base Name uses all 15 characters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Base&#039;s short range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039; Base&#039;s long range detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039; Base&#039;s hyperwave detection capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11, 13, 15:&#039;&#039;&#039; These are probably the high bytes for the Short, Long, and Hyper-wave detections respectively. Should always be 0 as a value of 100 (hex: 64 00) is perfect detection.&lt;br /&gt;
&lt;br /&gt;
Logical values for the detection capabilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;10 short, 0 long:&#039;&#039; This base has small radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;20 short, 20 long:&#039;&#039; This base has large radar(s) only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;30 short, 20 long:&#039;&#039; This base has small and large radar(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;100 hyperwave:&#039;&#039; This base has a hyperwave decoder(s).&lt;br /&gt;
&lt;br /&gt;
The radar values can be set to 100 for perfect short range detection (presumably -- it definitely makes UFOs appear more often), but these reset to the correct values any time you complete a build in that base.&lt;br /&gt;
&lt;br /&gt;
{| width = &amp;quot;35%&amp;quot; style = &amp;quot;border: 1px solid; border-collapse:collapse; text-align:center&amp;quot;&lt;br /&gt;
|+ Table 1: Radar Ability Combinations&lt;br /&gt;
|- style = &amp;quot;font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;&amp;quot; &lt;br /&gt;
| Radar Module / Scan Type || Short || Long || Hyperwave&lt;br /&gt;
|- style = &amp;quot;&amp;quot;&lt;br /&gt;
| Small Radar || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar || 20 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Hyperwave || 0 || 0 || 100&lt;br /&gt;
|- colspan = &amp;quot;4&amp;quot; style = &amp;quot;border-top: 1px dotted; font-wight: bold;&amp;quot;&lt;br /&gt;
|colspan=4| &#039;&#039;&#039;Radar Combinations&#039;&#039;&#039;&lt;br /&gt;
|- style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Sm || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sm + Lg || 30 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Hyp || 10 || 0 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Lg + Lg || 20 || 20 || 0&lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Lg + Hyp || 20 || 20 || 100&lt;br /&gt;
|- &lt;br /&gt;
| Hyp + Hyp || 0 || 0 || 100 &lt;br /&gt;
|-style = &amp;quot;background: #EEE;&amp;quot;&lt;br /&gt;
| Sm + Lg + Hyp || 30 || 20 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16-39:&#039;&#039;&#039; The next offsets are arranged so they&#039;re easier to understand. They are for facilities in the base:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 17 || 18 || 19 || 1A || 1B&lt;br /&gt;
|-&lt;br /&gt;
| 1C || 1D || 1E || 1F || 20 || 21&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 23 || 24 || 25 || 26 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 29 || 2A || 2B || 2C || 2D&lt;br /&gt;
|-&lt;br /&gt;
| 2E || 2F || 30 || 31 || 32 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 35 || 36 || 37 || 38 || 39&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The possible values are as follows:&lt;br /&gt;
 00 - Access Lift&lt;br /&gt;
 01 - Living Quarters&lt;br /&gt;
 02 - Laboratory&lt;br /&gt;
 03 - Workshop&lt;br /&gt;
 04 - Small Radar System&lt;br /&gt;
 05 - Large Radar System&lt;br /&gt;
 06 - Missile Defense&lt;br /&gt;
 07 - General Stores&lt;br /&gt;
 08 - Alien Containment&lt;br /&gt;
 09 - Laser Defense&lt;br /&gt;
 0A - Plasma Defense&lt;br /&gt;
 0B - Fusion Ball Defense&lt;br /&gt;
 0C - Grav Shield&lt;br /&gt;
 0D - Mind Shield&lt;br /&gt;
 0E - Psionic Laboratory&lt;br /&gt;
 0F - Hyper-wave Decoder&lt;br /&gt;
 10 - Hangar (Top Left)&lt;br /&gt;
 11 - Hangar (Top Right)&lt;br /&gt;
 12 - Hangar (Bottom Left)&lt;br /&gt;
 13 - Hangar (Bottom Right)&lt;br /&gt;
 FF - Empty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3A-5D:&#039;&#039;&#039; The next offsets represent the days until a facility is completed. They&#039;re set up the same way:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;border: 0px solid; text-align: center&amp;quot; width=&amp;quot;210&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 3A || 3B || 3C || 3D || 3E || 3F&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 41 || 42 || 43 || 44 || 45&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 47 || 48 || 49 || 4A || 4B&lt;br /&gt;
|-&lt;br /&gt;
| 4C || 4D || 4E || 4F || 50 || 51&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 53 || 54 || 55 || 56 || 57&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 59 || 5A || 5B || 5C || 5D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.&lt;br /&gt;
&lt;br /&gt;
If you destroy a facility or one is destroyed during a base defense mission, the value remains 00.  This causes the paying for dirt bug, resulting in an upkeep of 80k per dirt square.  Simply change the value of the destroyed/dismantled facility to FF to eliminate the bug.&lt;br /&gt;
&lt;br /&gt;
If a facility is built and then dismantled, and nothing is built there afterwards, the game may crash showing an UFOpaedia entry when the day count reaches zero.&lt;br /&gt;
&lt;br /&gt;
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. With the exception of &#039;&#039;&#039;scientists and technicians&#039;&#039;&#039;, which are &#039;&#039;&#039;one byte each&#039;&#039;&#039;, all values are 2-byte signed little-endian values (-32,768 to +32,767).  Example: 05 00 should be read as 0005; FE FF should be read as FFFE (-2). &lt;br /&gt;
&lt;br /&gt;
It should be noted that despite the range of values a two-byte signed field gives you, due to a [[Known_Bugs#Storage_Limit|known issue]], you cannot have more than 9,999 units of a given item in storage at any given base, regardless of what item it is.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the info for bytes &#039;&#039;&#039;5E-11E&#039;&#039;&#039;. The Record Number (Rec#) is used for e.g. [[PRODUCT.DAT]] and [[RESEARCH.DAT]]:&lt;br /&gt;
&lt;br /&gt;
   Hex   Dec  Rec#  Item&lt;br /&gt;
  ----   ---  ----  ----&lt;br /&gt;
  &#039;&#039;&#039;005E&#039;&#039;&#039;    94    -   Engineer&lt;br /&gt;
  &#039;&#039;&#039;005F&#039;&#039;&#039;    95    -   Scientist&lt;br /&gt;
  &#039;&#039;&#039;0060&#039;&#039;&#039;    96    0   Stingray Launcher&lt;br /&gt;
  &#039;&#039;&#039;0062&#039;&#039;&#039;    98    1   Avalanche Launcher&lt;br /&gt;
  &#039;&#039;&#039;0064&#039;&#039;&#039;   100    2   Cannon&lt;br /&gt;
  &#039;&#039;&#039;0066&#039;&#039;&#039;   102    3   Fusion Ball Launcher&lt;br /&gt;
  &#039;&#039;&#039;0068&#039;&#039;&#039;   104    4   Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;006A&#039;&#039;&#039;   106    5   Plasma Beam&lt;br /&gt;
  &#039;&#039;&#039;006C&#039;&#039;&#039;   108    6   Stingray Missile&lt;br /&gt;
  &#039;&#039;&#039;006E&#039;&#039;&#039;   110    7   Avalanche Missile&lt;br /&gt;
  &#039;&#039;&#039;0070&#039;&#039;&#039;   112    8   Cannon Rounds&lt;br /&gt;
  &#039;&#039;&#039;0072&#039;&#039;&#039;   114    9   Fusion Balls&lt;br /&gt;
  &#039;&#039;&#039;0074&#039;&#039;&#039;   116   10   Tank/Cannon&lt;br /&gt;
  &#039;&#039;&#039;0076&#039;&#039;&#039;   118   11   Tank/Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0078&#039;&#039;&#039;   120   12   Tank/Laser Cannon&lt;br /&gt;
  &#039;&#039;&#039;007A&#039;&#039;&#039;   122   13   Hovertank/Plasma&lt;br /&gt;
  &#039;&#039;&#039;007C&#039;&#039;&#039;   124   14   Hovertank/Launcher&lt;br /&gt;
  &#039;&#039;&#039;007E&#039;&#039;&#039;   126   15   Pistol&lt;br /&gt;
  &#039;&#039;&#039;0080&#039;&#039;&#039;   128   16   Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;0082&#039;&#039;&#039;   130   17   Rifle&lt;br /&gt;
  &#039;&#039;&#039;0084&#039;&#039;&#039;   132   18   Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;0086&#039;&#039;&#039;   134   19   Heavy Cannon&lt;br /&gt;
  &#039;&#039;&#039;0088&#039;&#039;&#039;   136   20   HC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;008A&#039;&#039;&#039;   138   21   HC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;008C&#039;&#039;&#039;   140   22   HC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;008E&#039;&#039;&#039;   142   23   Auto Cannon&lt;br /&gt;
  &#039;&#039;&#039;0090&#039;&#039;&#039;   144   24   AC-AP Ammo&lt;br /&gt;
  &#039;&#039;&#039;0092&#039;&#039;&#039;   146   25   AC-HE Ammo&lt;br /&gt;
  &#039;&#039;&#039;0094&#039;&#039;&#039;   148   26   AC-IN Ammo&lt;br /&gt;
  &#039;&#039;&#039;0096&#039;&#039;&#039;   150   27   Rocket Launcher&lt;br /&gt;
  &#039;&#039;&#039;0098&#039;&#039;&#039;   152   28   Small Rocket&lt;br /&gt;
  &#039;&#039;&#039;009A&#039;&#039;&#039;   154   29   Large Rocket&lt;br /&gt;
  &#039;&#039;&#039;009C&#039;&#039;&#039;   156   30   Incendiary Rocket&lt;br /&gt;
  &#039;&#039;&#039;009E&#039;&#039;&#039;   158   31   Laser Pistol&lt;br /&gt;
  &#039;&#039;&#039;00A0&#039;&#039;&#039;   160   32   Laser Rifle&lt;br /&gt;
  &#039;&#039;&#039;00A2&#039;&#039;&#039;   162   33   Heavy Laser&lt;br /&gt;
  &#039;&#039;&#039;00A4&#039;&#039;&#039;   164   34   Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A6&#039;&#039;&#039;   166   35   Smoke Grenade&lt;br /&gt;
  &#039;&#039;&#039;00A8&#039;&#039;&#039;   168   36   Proximity Grenade&lt;br /&gt;
  &#039;&#039;&#039;00AA&#039;&#039;&#039;   170   37   High Explosive&lt;br /&gt;
  &#039;&#039;&#039;00AC&#039;&#039;&#039;   172   38   Motion Scanner&lt;br /&gt;
  &#039;&#039;&#039;00AE&#039;&#039;&#039;   174   39   Medi-Kit&lt;br /&gt;
  &#039;&#039;&#039;00B0&#039;&#039;&#039;   176   40   Psi-Amp&lt;br /&gt;
  &#039;&#039;&#039;00B2&#039;&#039;&#039;   178   41   Stun Rod&lt;br /&gt;
  &#039;&#039;&#039;00B4&#039;&#039;&#039;   180   42   Electro Flare&lt;br /&gt;
  &#039;&#039;&#039;00B6&#039;&#039;&#039;   182   43   empty &lt;br /&gt;
  &#039;&#039;&#039;00B8&#039;&#039;&#039;   184   44   empty&lt;br /&gt;
  &#039;&#039;&#039;00BA&#039;&#039;&#039;   186   45   empty&lt;br /&gt;
  &#039;&#039;&#039;00BC&#039;&#039;&#039;   188   46   CORPSE&lt;br /&gt;
  &#039;&#039;&#039;00BE&#039;&#039;&#039;   190   47   CORPSE &amp;amp; ARMOUR&lt;br /&gt;
  &#039;&#039;&#039;00C0&#039;&#039;&#039;   192   48   CORPSE &amp;amp; POWER SUIT&lt;br /&gt;
  &#039;&#039;&#039;00C2&#039;&#039;&#039;   194   49   Heavy Plasma&lt;br /&gt;
  &#039;&#039;&#039;00C4&#039;&#039;&#039;   196   50   Heavy Plasma Clip&lt;br /&gt;
  &#039;&#039;&#039;00C6&#039;&#039;&#039;   198   51   Plasma Rifle&lt;br /&gt;
  &#039;&#039;&#039;00C8&#039;&#039;&#039;   200   52   Plasma Rifle Clip&lt;br /&gt;
  &#039;&#039;&#039;00CA&#039;&#039;&#039;   202   53   Plasma Pistol&lt;br /&gt;
  &#039;&#039;&#039;00CC&#039;&#039;&#039;   204   54   Plasma Pistol Clip&lt;br /&gt;
  &#039;&#039;&#039;00CE&#039;&#039;&#039;   206   55   Blaster Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D0&#039;&#039;&#039;   208   56   Blaster Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D2&#039;&#039;&#039;   210   57   Small Launcher&lt;br /&gt;
  &#039;&#039;&#039;00D4&#039;&#039;&#039;   212   58   Stun Bomb&lt;br /&gt;
  &#039;&#039;&#039;00D6&#039;&#039;&#039;   214   59   Alien Grenade&lt;br /&gt;
  &#039;&#039;&#039;00D8&#039;&#039;&#039;   216   60   Elerium-115&lt;br /&gt;
  &#039;&#039;&#039;00DA&#039;&#039;&#039;   218   61   Mind Probe&lt;br /&gt;
  &#039;&#039;&#039;00DC&#039;&#039;&#039;   220   62   &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt;&lt;br /&gt;
  &#039;&#039;&#039;00DE&#039;&#039;&#039;   222   63   &amp;gt;&amp;gt; empty &amp;lt;&amp;lt;&lt;br /&gt;
  &#039;&#039;&#039;00E0&#039;&#039;&#039;   224   64   &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; &lt;br /&gt;
  &#039;&#039;&#039;00E2&#039;&#039;&#039;   226   65   Sectoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E4&#039;&#039;&#039;   228   66   Snakeman Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E6&#039;&#039;&#039;   230   67   Ethereal Corpse&lt;br /&gt;
  &#039;&#039;&#039;00E8&#039;&#039;&#039;   232   68   Muton Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EA&#039;&#039;&#039;   234   69   Floater Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EC&#039;&#039;&#039;   236   70   Celatid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00EE&#039;&#039;&#039;   238   71   Silacoid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F0&#039;&#039;&#039;   240   72   Chryssalid Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F2&#039;&#039;&#039;   242   73   Reaper Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F4&#039;&#039;&#039;   244   74   Sectopod Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F6&#039;&#039;&#039;   246   75   Cyberdisc Corpse&lt;br /&gt;
  &#039;&#039;&#039;00F8&#039;&#039;&#039;   248   76   Hovertank Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FA&#039;&#039;&#039;   250   77   Tank Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FC&#039;&#039;&#039;   252   78   Male Civilian Corpse&lt;br /&gt;
  &#039;&#039;&#039;00FE&#039;&#039;&#039;   254   79   Female Civilian Corpse&lt;br /&gt;
  &#039;&#039;&#039;0100&#039;&#039;&#039;   256   80   UFO Power Source&lt;br /&gt;
  &#039;&#039;&#039;0102&#039;&#039;&#039;   258   81   UFO Navigation&lt;br /&gt;
  &#039;&#039;&#039;0104&#039;&#039;&#039;   260   82   UFO Construction&lt;br /&gt;
  &#039;&#039;&#039;0106&#039;&#039;&#039;   262   83   Alien Food&lt;br /&gt;
  &#039;&#039;&#039;0108&#039;&#039;&#039;   264   84   Alien Reproduction&lt;br /&gt;
  &#039;&#039;&#039;010A&#039;&#039;&#039;   266   85   Alien Entertainment&lt;br /&gt;
  &#039;&#039;&#039;010C&#039;&#039;&#039;   268   86   Alien Surgery&lt;br /&gt;
  &#039;&#039;&#039;010E&#039;&#039;&#039;   270   87   Examination Room&lt;br /&gt;
  &#039;&#039;&#039;0110&#039;&#039;&#039;   272   88   Alien Alloys&lt;br /&gt;
  &#039;&#039;&#039;0112&#039;&#039;&#039;   274   89   Alien Habitat&lt;br /&gt;
  &#039;&#039;&#039;0114&#039;&#039;&#039;   276   90   Personal Armour&lt;br /&gt;
  &#039;&#039;&#039;0116&#039;&#039;&#039;   278   91   Power Suit&lt;br /&gt;
  &#039;&#039;&#039;0118&#039;&#039;&#039;   280   92   Flying Suit&lt;br /&gt;
  &#039;&#039;&#039;011A&#039;&#039;&#039;   282   93   HWP Cannon Shell&lt;br /&gt;
  &#039;&#039;&#039;011C&#039;&#039;&#039;   284   94   HWP Rockets&lt;br /&gt;
  &#039;&#039;&#039;011E&#039;&#039;&#039;   286   95   HWP Fusion Bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0120:&#039;&#039;&#039; Active/Inactive Base. Inactive entries have a value of 1.  Active entries have a value of 0.  Creating a new base will overwrite the first inactive entry. If a base is dismantled, the only change to the record is this value so it is possible to restore a dismantled base (Access lift removed) by restoring this value to 0.  --[[User:SeulDragon|SeulDragon]] 12:24, 11 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0121~0123:&#039;&#039;&#039; 0120 is stored as an integer. These fields are the unused portion of that integer.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ASTORE.DAT]] - Information on captured aliens at bases&lt;br /&gt;
* [[BPROD.DAT]] - Information on what bases are producing&lt;br /&gt;
* [[CRAFT.DAT]] - Information on crafts (both X-Com and Alien)&lt;br /&gt;
* [[FACIL.DAT]] - Information on the facilities you can build in bases&lt;br /&gt;
* [[LOC.DAT]] - Location Data for bases and crafts&lt;br /&gt;
* [[PROJECT.DAT]] - Information on current research&lt;br /&gt;
* [[SOLDIER.DAT]] - Information on soldiers at bases&lt;br /&gt;
* [[TRANSFER.DAT]] - Information on item/personnel being transferred to/from bases&lt;br /&gt;
* [[BASE.DAT (TFTD)]] - Terror From The Deep&#039;s base file&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Nsandersen</name></author>
	</entry>
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