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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Off+the+Rails</id>
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	<updated>2026-05-01T06:10:34Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=71994</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=71994"/>
		<updated>2016-04-28T22:21:19Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Interception crash bug */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hi Morgan. This is just a comment about your recent edit of the Alien Missions (TFTD) page. Terrori&#039;&#039;&#039;s&#039;&#039;&#039;e is actually the proper British spelling of the American terrori&#039;&#039;&#039;z&#039;&#039;&#039;e. There are quite a few regular contributors here who write British English so there will be a lot of these &amp;quot;misspellings&amp;quot;. Us American English contributors will just have to learn to recognize and accept these cultural differences to prevent edit wars. The policy here is to just leave cultural spellings the way they are, unless you are absolutely sure. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 20:36, 27 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Zombie, some differences between US and UK English I am aware of and don&#039;t care how a word is spelled as long as it is correct in either method (color vs. colour). I hadn&#039;t realize that &amp;quot;terrorise&amp;quot; was spelled differently under UK English. I was just going by what the auto-correct program said was a mispelled word. I didn&#039;t mean to offend anyone.&lt;br /&gt;
&lt;br /&gt;
:: No worries, you didn&#039;t offend anyone. I speak and write &amp;quot;American&amp;quot; English anyway, hehe. At this site I try my best to use the nomenclature in-game so that links are standardized, etc, but sometimes I forget as well. --[[User:Zombie|Zombie]] ([[User talk:Zombie|talk]]) 23:22, 27 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I reverted your edit, as ENGLISH.DAT uses &amp;quot;terrorise&amp;quot; and &amp;quot;fulfil&amp;quot; in that sentence. No biggie&amp;amp;mdash;it&#039;s positively simple to undo one edit compared to the years of links to &amp;quot;Base Defen&#039;&#039;&#039;s&#039;&#039;&#039;e&amp;quot;&amp;amp;mdash;but it might be worth asking yourself whether something&#039;s a direct quote before changing the spelling used. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:50, 28 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho&lt;br /&gt;
&lt;br /&gt;
Do you make the source code for TFTD Extender and UFO Extender available somewhere? I&#039;m interested in seeing if I can help to hunt down bugs / develop new features. Cheers, [[User:Spike|Spike]] 08:23, 4 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I just uploaded a new version of the UFOExtender source files to Seb&#039;s list.- -&#039;&#039;[[User:Morgan525|Tycho]] 06:04, 6 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Source code for TFTDExtender is now available from my user page. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to start modifying the game code ==&lt;br /&gt;
&lt;br /&gt;
I like some of the changes made in the UFO extender but dislike others.  I&#039;m also running X-Com through DOSbox so it&#039;s a moot point anyway.  Essentially I&#039;d like to be able to make modifications to the game - like fixing the dismantled structure bug - myself.  Where should I start?  I have some experience with object oriented programming through languages like C# (most familiar) and Java. &lt;br /&gt;
&lt;br /&gt;
[[User:Juke|Juke]] 21:04, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Your first step is going to be to become very familiar with Disassembly and Disassemblers.  Most people use IDA.  Then your going to have to be able to understand the language itself.  Take a look at the few examples on my page and see what it looks like.  That code comes from the CE version, the DOS version doesn&#039;t disassemble as well (at least with any free dissassembler that I&#039;ve found).  [[User:Morgan525|Tycho]] 23:24, 16 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am running the game on steam with the DOSBox. Will I still be able to make changes to the source code?  Thanks for the info btw.&lt;br /&gt;
[[User:Juke|Juke]] 22:03, 28 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I started using the DOS version under DOSbox and making simple changes to the data points via a hex editor. However, it is really hard to do more than that.&lt;br /&gt;
:&#039;&#039;The problem is knowing where to make changes since no free program is able to disassemble the DOS version well.  For that reason, I switched to the Windows version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shifting 5 shot laser mod to other weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any easy way to shift the 5 shot mod that&#039;s currently on the heavy laser on to other weapons?  I plan on getting the source code and working on it a bit (it&#039;s been years since I&#039;ve touched assembly, I mostly code in C# now), but it&#039;d be helpful to have a clue of where to start looking. I&#039;d love to contribute to the project as well.  [[User:KingMob4313|KingMob4313]] 09:27, 17 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I&#039;m sure it can be done.  I focus on providing content that will enhance the challenge of the game from a somewhat logical viewpoint without making changes just to make the game harder.  The source code for Extender is available and mostly written in C++ so you shouldn&#039;t have much trouble understanding it.  You will need a disassembler, such as IDA, for the actual game executable and be familiar with how to decipher the tangled mess of assembly code that IDA provides.  For some features, I can write the code in C++ but, for a lot of fixes, I find writing in assembly much easier to insert into the proper subroutines. - [[User:Morgan525|Tycho]] 09:54, 17 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
::I should have just read some of the above responses, I am sorry.  I will take your advice and pick up the disassembler and try to familiarize myself with the code a bit.  Seems that everything works via a hook-system, where it waits for the calls to the subroutines and replaces it, correct?  In any case, I appreciate the quick answer.  [[User:KingMob4313|KingMob4313]] 12:30, 17 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;The hardest part of familiarizing youself with the code is that the subroutines and variables are just offsets with no identifiers.  If you take the time to match offsets to labels given in the xcom.h file (in the Extender source) you can manually transfer the labels yourself.  This will make analyzing the code much easier. - [[User:Morgan525|Tycho]] 20:07, 17 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== We&#039;re all... feeling... so... sleepy ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho&lt;br /&gt;
&lt;br /&gt;
Well, I was not expecting that! Your TSL-firing Hallucinoids just kicked my *ss on a Superhuman Colony Assault. They kept firing their TSL-like built in weapons - in fact it looks like it&#039;s an auto burst TSL? - right into the transport door. And I kept popping another guy out of the door to grab the bodies outside and take out the Tasoth with a TSL I presumed was out there. I could never see the Tasoth, just some stupid Hallucinoid floating around - and they&#039;re never a threat, right? Wrong!&lt;br /&gt;
&lt;br /&gt;
Brilliant, in one stroke you have breathed new life into a previously-ignored enemy, making it as frightening as it always should have been. I hope you don&#039;t mind me adding a slight spoiler to the Bug Fixes section - if you do, feel free to revert it so you can surprise others like you surprised me. :) Cheers, [[User:Spike|Spike]] 18:46, 21 October 2012 (EDT):&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hehehe. &amp;gt;;) No, its not autofiring but the Hallucinoid has a high reaction score and the cost to fire their weapon is 33%. However, they don&#039;t often move so they always have most of their TUs. Now that they have a valid range weapon, they are extemely deadly in outdoor settings. Indoors, they tend to stun themselves too often.  I&#039;m thinking they might need to have their immunity to stun increased or build in an exception into the alien spawn routine that turns off their TSL attack indoors.-[[User:Morgan525|Tycho]] 19:53, 21 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:: Ah, good explanation, thanks. Yes I think it would be a good idea to increase their Freeze resistance considerably. After all they are (now) the definitive freeze-using monster from the deep. As a four square unit they will take extra damage from their own attack, approaching 3-4x at point blank, so think it would be fine to give them a very high immunity, maybe take only 20% damage from Freeze. Or even 10% / completely immune. In fact it&#039;s probably simpler just to say they are immune (0%). [[User:Spike|Spike]] 20:50, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Mod Question ==&lt;br /&gt;
The site&#039;s article on the TFTD OBDATA.DAT explains exactly what needs to be changed in order to give a weapon infinite ammo (like lasers). To that end, is it possible to change a weapon&#039;s ammo type indexes (AKA offsets [26]-[28]) with the loader INI&#039;s OBDATA section? Because I don&#039;t see that option anywhere (maybe it was left out intentionally because you wouldn&#039;t know the indexes anyway without looking into OBDATA?). Additionally, the OBDATA page says grenades always default to HE damage type; is there a way for the loader to override that in order to, for example, have a sonic pulser that explodes normally but inflicts sonic damage instead of HE?--[[User:Amitakartok|amitakartok]] 10:29, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The loader doesn&#039;t reference the ammo type indexes.  As you pointed out, that is an advanced level of modding and anyone interested in that should be able to do it directly in the OBDATA file since they would need to view it anyway to get the correct references. The subroutine for explosions only handles five types of damage ( HE, IN, smoke, STUN/THERMAL, and light.) It would require a large amount of rewriting and troubleshooting to the explosion code to use other types of explosion damage. I don&#039;t have that much time anymore to devote to this as I used to, so I won&#039;t be able to do such myself.  - [[User:Morgan525|Tycho]] 02:00, 1 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EU and TFTD destination code ==&lt;br /&gt;
Here is the code that the game uses to determine the intermediate destination of a craft.&lt;br /&gt;
&lt;br /&gt;
 mov     ax, [ebp+10h] &amp;lt;------------------Destination/target&#039;s LOC.DAT reference number&lt;br /&gt;
 mov     ecx, pLoc_Dat_49AAB0&lt;br /&gt;
 mov     [esp+50h+destinationID], eax&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 mov     di, [ecx+eax*4+2] &amp;lt;------------- Destination/target&#039;s current Horzontal Coordinate&lt;br /&gt;
 mov     dx, [ecx+eax*4+4] &amp;lt;-------------               current Vertical Coordinate&lt;br /&gt;
 lea     eax, [ecx+eax*4]&lt;br /&gt;
 xor     ecx, ecx&lt;br /&gt;
 mov     word ptr [esp+50h+DestVerticalCoord], dx&lt;br /&gt;
 mov     [esp+50h+DestHorzonCoord], edi&lt;br /&gt;
 mov     cl, [eax+1]       &amp;lt;------------- Target&#039;s CRAFT.DAT reference number &lt;br /&gt;
 mov     eax, ecx          &lt;br /&gt;
 mov     ecx, pCraftDat_49AB18&lt;br /&gt;
 lea     edx, [eax+eax*2]&lt;br /&gt;
 lea     eax, [eax+edx*4]&lt;br /&gt;
 mov     ax, [ecx+eax*8+0Ch]  &amp;lt;---------- altitude of target&lt;br /&gt;
 test    ax, ax&lt;br /&gt;
 mov     [ebp+0Ch], ax&lt;br /&gt;
 jnz     short loc_4577AA&lt;br /&gt;
&lt;br /&gt;
==Zrbite spawn locations==&lt;br /&gt;
&lt;br /&gt;
Do you have any proof that Zrbite was intended to always spawn within Ion Beam Accelerators? Not always spawning in IBAs is only a bug if it was intended to always spawn in IBAs. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:52, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;zrbite=elerium(EU), Ion Beam Accelerators=Power Supply (EU).&#039;&#039;  &lt;br /&gt;
*&#039;&#039;In EU, elerium always spawns in the location of a PS.  That way if the PS explodes in a UFO crash the elerium is destroyed.  That is by design.  Why should is be any different in TFTD?  To be easier? No, since the developers were attempting to make a harder game. &#039;&#039; &lt;br /&gt;
*&#039;&#039;If the designers were putting zbrite in other locations besides the IBA, it should still be somewhere inside the ship.  On several USO, some zbrite spawns outside the ship.&#039;&#039;  &lt;br /&gt;
*&#039;&#039;When looking at the spawn database, many of the locations would have been almost correct, had the two middle bytes (x-pos and Y-pos) been switched.  Either the designers got their coordinates mixed when populating this table, and/or the USO designs where changed and this table was never updated.&#039;&#039;&lt;br /&gt;
*&#039;&#039;All this, in conjunction with all the other similar issues that are in the game, have led me to classify this as a development bug.&#039;&#039;[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:11, 5 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There are several parts of TFTD that are in fact easier than EU. There is less psi; Tasoths do not have all ranks psi-active like Ethereals do, and those aliens that are psi-active aren&#039;t nearly as good at it (even on Superhuman with TFTD&#039;s increased difficulty scaling). Tentaculats do not appear in Terror Missions, and cannot kill tanks the way Chryssalids can. And while there are more near-indestructible enemies, both kinds do have a &amp;quot;kryptonite&amp;quot; weakness that will instantly destroy them when applied (drills usually one-shot Lobster Men, and GC-HE rounds and Sonic Pulsers do the same to Triscenes), while EU&#039;s Sectopods have no such weakness (the Heavy Laser still has a 50%+ chance of doing 0 damage against a Sectopod&#039;s front and side armour, and they hold up better against Blasters than anything besides Mutons).&lt;br /&gt;
&lt;br /&gt;
:Is the spawn database you reference on this site somewhere? I&#039;d like to look at it myself.&lt;br /&gt;
&lt;br /&gt;
:In any case, I would suggest you at least correct your spelling of &amp;quot;Zrbite&amp;quot;. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:56, 5 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: FWIW, the Zrbite spawn location in the Cruiser (all the way in the &amp;quot;tail&amp;quot;) looks pretty deliberate IMO, but some of the others are just bugs. [[User:AMX|AMX]] ([[User talk:AMX|talk]]) 13:18, 12 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Interception crash bug ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
&lt;br /&gt;
I&#039;ve encountered the Interception Crash mentioned on the TFTDExtender talk page. Error message and zipped save waiting for you there. [[User:Off the Rails|Off the Rails]] ([[User talk:Off the Rails|talk]]) 22:21, 28 April 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71993</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=71993"/>
		<updated>2016-04-28T22:16:11Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Major Bugs */ more info + saved game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Thanks to Kyrub, Spike, and numerous others who help to troubleshoot problems, provide feedback on releases, and innumerable other activities to help make TFTDextender and the game better! -&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
*The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file, only the patcher.dll file will be updated. In this way, those who already have the current release won&#039;t have their INI settings overwritten.  You will need to download the last full version, extract the files from it, and then extract file from the latest patch.  When I first release the Extender and lots of problems were being reported, I was releasing fixes almost on a weekly basis and so I still continue with this idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
===Major Bugs===&lt;br /&gt;
*Battlescape Crash when HWP present in non-Base Defense missions&lt;br /&gt;
&#039;&#039;An error in the code will cause the game to crash.  This will be fixed in the next release. For now, it can be avoided by copying the line for &#039;No Freebies for Tanks&#039; from the bugfix reference file into the [Bug Fix] section of the INI - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Battlescape Crash when alien (Old One) is in fire and &amp;quot;Fire Fix&amp;quot; bugfix is enabled.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve got a savegame which makes TFTDextender chocke on the &amp;quot;Fire Fix&amp;quot; bugfix - basically, during a terror map (Fiji, iirc), there&#039;s a Deep One on the third level in the house. I&#039;ve just fired an incendiary round at it, and it&#039;s now standing in fire. I end the turn, and when all alien movement is done (presumably this is where the fire-check happens) the game crashes with the error message &amp;quot;TFTD crashed at 0x42E061 with error 0xC0000005 trying to access 0x0051C1C0&amp;quot;. Those addresses are the same each crash, so it&#039;s a consistent bug.&lt;br /&gt;
&lt;br /&gt;
:Disabling &amp;quot;Fire Fix&amp;quot; before starting TFTD and loading that savegame prevents the crash, and the Deep One dies.&lt;br /&gt;
&lt;br /&gt;
:System is Windows 7 64 bit (up to date with patches and service packs), running on the Steam version of TFTD (but not through steam, obviously).&lt;br /&gt;
&lt;br /&gt;
:I can provide the savegame (the entire GAME_8 folder as a zip) and the TFTDextender.ini in use, in the hopes this will aid in debugging. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thanks MacGyver! It is nice when someone has troubleshot an issue to identify the cause.  Just based on your initial report, I found the problem: The TFTD base code differed slightly from EU.  I found the offending lines and modified them to fit the TFTD code. The problem was in the section to check if the unit catches fire. - [[User:Morgan525|Tycho]] 10:58, 2 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*(a)Lobstermen don&#039;t use their guns and (b)their melee attack is weak.&lt;br /&gt;
:&#039;&#039;The first part(a) is a problem in the fix for the code to determine a unit&#039;s abilities in the first step of the AI process. The latter problem (b) is a bug in the original program. If a unit has a ranged weapon, the damage is set to the value of the weapon&#039;s melee attack and not the strength of the lobsterman, as it is for all other units that have a natural melee attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Interception Crash&lt;br /&gt;
TFTD latest version (with the 7.2 patch) crashed in Geoscape on the 1st Intercept (subs vs Alien craft). I had already had a tactical combat against a landed craft, but this did not involve an interception. I did notice that the Geoscape Graphs looked strange (faulty) prior to the interception and crash. &lt;br /&gt;
Running windowed mode with most things switched on apart from the [ make defense missions harder ] mods. Geoscape and battlefield shortcuts switched [off].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;If this happens again, please include any error message as well.&#039;&#039; -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:37, 2 June 2015 (EDT)&lt;br /&gt;
::I also encountered this issue. Saved game here: [[File:GAME_InterceptorCrash.zip]] There are two failure modes I&#039;ve seen. Either the game dumps to desktop with this error message: &#039;&#039;TFTD crashed at 0x556EC1C7 with error 0xC0000005 trying to access 0x00F03634&#039;&#039;, or the interception runs as normal except that the Barracuda doesn&#039;t fire its weapons. Either is inconvenient :-) [[User:Off the Rails|Off the Rails]] ([[User talk:Off the Rails|talk]]) 22:16, 28 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Latest issue of TFTD full, with the 7.2 patch&lt;br /&gt;
I noticed in first tactical game that one of my aquanauts holding a gas cannon had it magically transformed into a sonic pistol (i think from the Deep One I was targetting at the time). Obviously I could not use it as it was my first mission. When I clicked away from the aquanaut and clicked back on him later, the sonic pistol was back to the gas cannon. &lt;br /&gt;
:&#039;&#039;This sounds like the strangeness that using the &#039;&#039;&#039;More Reaction Fire&#039;&#039;&#039; mod can introduce.  Try playing the game without that mod enabled for a while.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 01:45, 3 June 2015 (EDT)&lt;br /&gt;
I also note that even though I only expended 2 shots from each of my gas cannons carrying HE ammo, all my HE ammo was used up at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
TFTD needs the &amp;quot;collect ammo&amp;quot; feature that is used in UFO. &lt;br /&gt;
:&#039;&#039;TFTD does have the collect ammo feature but it seems it needs more work.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 20:23, 2 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Minor Bugs ===&lt;br /&gt;
* I&#039;ve got a feeling, though I can&#039;t check, that &amp;quot;Know Thy Enemy&amp;quot; currently doesn&#039;t register that autopsies have been performed - e.g. it shouldn&#039;t take 4 or 5 sonic-blasta shots to down a single Gill Man. When I disable &amp;quot;Know Thy Enemy&amp;quot;, the game becomes significantly easier, also in missions with creatures on which autopsies have been performed. - [[User:MacGyver|MacGyver]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I found the problem and the code is working now.  It will be out in the next version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For some reason, the loader (newest version) opens TWO windows at startup. One is titled &#039;X-COM Terror From the Deep Gold Edition&#039; and contains the game&#039;s video output, the other is titled &#039;Terror From The Deep.exe&#039; and is completely blank (not even a blinking console prompt). Win7 auto-groups their buttons on the taskbar and closing either closes the other too. Is this normal behavior or am I missing something?--[[User:Amitakartok|amitakartok]] 11:47, 24 August 2013 (EDT)&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;To my knowledge, this has always been the case even with UFO Extender.  The first &#039;blank&#039; window is the loader which spawns the second &#039;game&#039; window. Closing the Extender will abort the game and quitting the game automatically closes the Extender.&#039;&#039;&amp;lt;/s&amp;gt;&lt;br /&gt;
:: Well, UFOextender never did that for me, only TFTDextender. Maybe it&#039;s due to using an earlier build?--[[User:Amitakartok|amitakartok]] 11:43, 25 August 2013 (EDT)&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;It&#039;s doesn&#039;t happen with UFO. I checked earlier versions and this has been present since the beginning. The command to create the process for the game is different from UFO and the flags don&#039;t seem to allow the extender shell window to close.  I&#039;ve tried a few things but either they have no effect or they lock the game as it boots up.  Since it is a cosmetic issue and doesn&#039;t impact the gameplay, I&#039;m not too concerned with it for now.&#039;&#039;&amp;lt;/s&amp;gt;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixed in version 1.07.3&#039;&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 06:58, 18 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
:&#039;&#039;The &#039;Ablative Armor&#039; mod improves the endurance of the Gas Cannon and Aqua-Jet Coelecanths.&#039;&#039;&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
:&#039;&#039;Actually, XComUtil just sets the facing of your soldiers to each vector which gives you full view around the Skyranger.  The same thing happens if you have a soldier on the front and back, right and left corners rotate in place 180 degrees on the first turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==FYI==&lt;br /&gt;
*The game crashes when I start mission against a sub: &amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|an already reported bug]]. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
*&#039;&#039;&#039;Trojan Horse?&#039;&#039;&#039; AVG Anti-Virus reports that TFTDExtender.exe contains a Trojan Horse (Generic30.MKG).&lt;br /&gt;
:AVG has been known to produce false positives before.  I use AV software on my machine and have checked this by uploading/downloading from a site with its own AV check. In some sense Extender acts like a trojan, in that, it overwrites code in memory, just not in a malicious way.&lt;br /&gt;
&lt;br /&gt;
=Resolved Reported Problems=&lt;br /&gt;
*&amp;lt;s&amp;gt;USOs not detected or Alien Missions not appearing with the Geoscape Clock mod enabled&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in version 1.07&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Changes to executable name under [loader] section of INI ignored by Extender &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with version 1.061&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Issues or &amp;quot;Weightless&amp;quot; Ammo Bug &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;All fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C. after battle&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed with 1.05p3.2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Mysterious artifacts recovered during aborted missions&amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in the 1.05p3.1-&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2 -&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;s&amp;gt; Crewed Flying Sub Lost on Abort &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 105p4.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt; OBDATA changes in INI only working in Geoscape &amp;lt;/s&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p2.&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;s&amp;gt;Displacer/Sonic damage incorrect&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt;&lt;br /&gt;
:In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
:Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039; Changed the output to display &amp;quot;$unlimited$&amp;quot;.&#039;&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
:&#039;&#039;&#039; Changed the output on duration to read &amp;quot;halting&amp;quot; when changing an order from unlimited to anything above zero.  The order will terminate after the next unit is produced. This will be in version 1.08&#039;&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
*TFTD Extender and XComUtil/Error Messages with Bomb Bloke&#039;s ComboMod&lt;br /&gt;
: Getting TFTDextender to work with XcomUtil has to be handled by XcomUtil: XcomUtil needs to know the filename for TFTDextender.&lt;br /&gt;
: I put together a patch for XcomUtil that adds the support, but this was close-ish to the time when TFTDextender was still named TFTDLoader. Which means you still have to rename the extender executable, but it&#039;s buried away [http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/ here] if anyone wants to take a look. I may update it shortly and send it off to Blade again.&lt;br /&gt;
: For whatever reason, kryub&#039;s fix for the splitter code STILL doesn&#039;t prevent an error on exiting the geoscape to the battlescape, but &#039;&#039;only&#039;&#039; if using TFTDextender, and not if you&#039;re quitting the game completely. I&#039;ve been right through the ini and disabled everything I could find (cross checking against the ini ref file, but couldn&#039;t find a way to prevent this. Oddly enough it only seems to happen on my XP machine, not my Windows 7 laptop. The error is:&lt;br /&gt;
:&#039;&#039;&#039;TFTD crashed at 0x7C9102F6 with error 0xC0000005 trying to access 0x00000002&#039;&#039;&#039;&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 20:04, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;After using your patch, I managed to get XComUtil to run with TFTD Extender. I&#039;m using Windows XP Home. I get the above error when the program swaps from Geoscape to Battlescape and I get another error upon &#039;Quit to DOS&#039; [TFTD crashed at 0x1 with error 0xC0000005 trying to access 0x00000001] with &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; version of TFTD Extender or even Xusalik&#039;s TFTDloader. --[[User:Morgan525|Tycho]] 20:26, 26 January 2013 (EST). &lt;br /&gt;
&lt;br /&gt;
:::Note that disabling the debug code entirely is bad, because then the default Windows debugger takes over and that takes ages to load if it&#039;s not already in RAM (and of course that still gives you an error pop-up window)... You&#039;d want the Extender to still catch crashes, but then just exit cleanly if it detects one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 16:58, 29 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&#039;&#039;I put a new line under the [Loader] section call Debug Messages.  If =1, crashes are reported to the player. If =0, debugging still occurs but the player doesn&#039;t get any notifications.  This fixes both errors that occur with using the split executable when exiting from Geoscape and from the game.  In the case of the error on exiting geoscape, Geoscape.exe actually terminates but the extra code that bridges the split executables forces Battlescape to load so it appear seamless.  In other situations, I believe the game will break to the desktop or command prompt with no warning. - [[User:Morgan525|Tycho]] 23:36, 1 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Feedback =&lt;br /&gt;
&lt;br /&gt;
Please check the [[Known_Bugs_(TFTD)|TFTD Known Bugs]] or [[Known_Bugs|EU Known Bugs]](for bugs common to both games) and post bugs which are part of the original game in the appropriate section. Please post any general suggestions for the game here: [[Wish_List_(TFTD)]]. &lt;br /&gt;
*Any errors that are a result of the Extender should be posted here. &lt;br /&gt;
*Use this section for suggestions and feedback on options currently available in the Extender or to discuss projects in Extender that are under development.&lt;br /&gt;
&lt;br /&gt;
== alternate damage routines ==&lt;br /&gt;
:&#039;&#039;1)For AP the armor works as it does currently: The armor value is applied as is and damage that is lower than the value is ignored but a hit that penetrates does a little damage to the armor.  &lt;br /&gt;
:&#039;&#039;2)Laser(Gauss) and Plasma(Sonic) attacks have to burn through the armor: The current armor value in the location hit is doubled and then damage is subtracted from this value. The remaining armor value (if any) is halved and saved. For these attack types, armor is stronger but quickly is gone.  A soldier in power(ion) armor can take at least one seriously good hit from a heavy plasma(sonic) from the front without damage to the soldier. In testing, I&#039;ve had a lot of occasions were a soldier in coveralls was able to survive a hit from a plasma pistol, although be seriously wounded.  &#039;&#039;&lt;br /&gt;
:&#039;&#039;3)HE works just like laser and plasma. &#039;&#039;&lt;br /&gt;
:&#039;&#039;4)Stun damage depends on the weapons used: the stun rod works like an AP attack vs armor (normal game rules), but a stun bomb is applied against the modified armor value. &lt;br /&gt;
:&#039;&#039;5)IN still works the same. Fire damage is unchanged.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Know thy Enemy:  This will now affect the damage that is applied against the unit&#039;s health: &lt;br /&gt;
*&#039;&#039;Headshot: full damage&lt;br /&gt;
*&#039;&#039;Other: If autopsy on this unit type has been done: full damage. Otherwise half damage.&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deep Colonies==&lt;br /&gt;
&lt;br /&gt;
I am thinking of including an option to set all colonies to be Very Deep.  Why would the aliens not do so? It would also delay the progress of the game in that the player would need the armor and subs necessary to get access to the appropriate commanders.&lt;br /&gt;
&lt;br /&gt;
:I suppose so long as it isn&#039;t so deep as it requires a Leviathan (which does require a commander), it shouldn&#039;t be game-breaking? That would be my only concern with that sort of option. I would assume it would at the very least finally make X-COM require building the intermediate transport? I&#039;ve never bothered with the Lightning or Hammerhead since they always offered LESS crew space than the default ship, and really didn&#039;t offer any major advantage beyond speed, and I was never bothered by having to wait a bit longer for the transport to arrive somewhere if it meant a better-equipped and manned team. They always seemed like such useless transitional craft. You already have the Manta/Firestorm by the time you get it, so you already have something much better for interception, and the smaller crew capacity seemed like shooting yourself in the foot before every mission. --[[User:StormhawkAPS|StormhawkAPS]] 09:07, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That&#039;s not a problem: Any transport, other than the Triton, can go very deep.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;br /&gt;
&lt;br /&gt;
==D3D Window Position==&lt;br /&gt;
&lt;br /&gt;
This option in the INI has what I can only describe as &#039;schizophrenic&#039; behaviour, as, if the initial two numbers do not match (which would make the order of the numbers not matter), the program will interpret them in flip-order and overwrite them in kind every time it is run. To put simply, the window shifts between two locations with every launch. I suspect this may be due to the system or program somehow not respecting the intended number order and reading it backwards for whatever reason. I also notice two more numbers are added to the option line, seemingly to denote the far sides of the window as defined by the resolution dimensions listed in the subsequent lines.&lt;br /&gt;
&lt;br /&gt;
Related to this, the wiki entry seems to not represent the current structure of the settings INI in regards to these particular options, and it might be wise to update it. --[[User:StormhawkAPS|StormhawkAPS]] 16:29, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anyone wants to help update the entries, they can.  Please, keep the information on the main page descriptive and save personal opinions for the discussion page.&#039;&#039;-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]])&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:GAME_InterceptorCrash.zip&amp;diff=71992</id>
		<title>File:GAME InterceptorCrash.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:GAME_InterceptorCrash.zip&amp;diff=71992"/>
		<updated>2016-04-28T22:12:36Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: A saved game demonstrating the &amp;quot;Interception Crash&amp;quot; in TFTD. When Barracuda-1 catches up to Alien Sub 16, it will either crash to desktop or run a standard interception without firing weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A saved game demonstrating the &amp;quot;Interception Crash&amp;quot; in TFTD. When Barracuda-1 catches up to Alien Sub 16, it will either crash to desktop or run a standard interception without firing weapons.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Layout_Strategy&amp;diff=71979</id>
		<title>Base Layout Strategy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Layout_Strategy&amp;diff=71979"/>
		<updated>2016-04-26T04:49:40Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: moved modded starter base to own section; added UFOExtender code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your base will, at some point, be raided by angry aliens looking for revenge for all those UFO&#039;s you&#039;ve taken out.  Unlike most places you&#039;ll have to fight, you have control over the layout of your base, so design it wisely.&lt;br /&gt;
&lt;br /&gt;
The key point for base defensibility is to minimize the number of points of entry.  Aliens usually come down into your base through hangars and the access lift (although they can emerge on other locations - see the last comment on [[Base_Defence#Bugs]]). If you group your hangars with the access lift, then build only one module connecting to this part of your base, that module becomes a choke point for base defence. A long chain of rooms becomes a long choke point ripe for mining with Proximity Grenades and other dirty tricks.   This way, you can line up all your units against one point of entry instead of having to spread them out to cover four or five.&lt;br /&gt;
&lt;br /&gt;
The access lift is always the first unit built, so it becomes the obvious candidate for this single point of entry.  Place it on the grid so you leave enough room to build hangars on one side of the lift, and everything else on the other side.  I&#039;d recommend building a General Stores on the lift opposite the hangar.  A general stores is needed for any base, and it gets completed quickly.  Once the general stores are completed, build all new facilities (except hangars, of course) off of that.&lt;br /&gt;
&lt;br /&gt;
==Overhauling the Starter Base==&lt;br /&gt;
&lt;br /&gt;
At higher difficulty levels, alien retaliation can often come MUCH sooner than you might be ready for-- before you have [[Base Defence Systems|base defences]] built, and before you have powerful weapons to arm your troops with.  Considering that the access lift and all hangars serve as entry points for the invaders, the starter base has all the defensive virtues of a screen door:&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
The hangars and lift are distributed as widely as possible through the base, giving the aliens a wealth of breach points and enabling them to assault any defenders from all sides.&lt;br /&gt;
&lt;br /&gt;
With this in mind, I recommend a partial rebuild of your initial base ASAP. Build two hangars next to the topmost hangar to replace the lower two, and a living quarters down between the two lower existing hangars to replace the one next to the access lift.  Place any other new modules on the lower half of the screen, where they will not touch the lift or the new hangars.  &lt;br /&gt;
&lt;br /&gt;
As the new living quarters and hangar are completed, dismantle the old ones.  It should now look something like:&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|large_radar|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|containment|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
Of course, place any other new facilities with a mind to preserving the new choke-point at the grav lift (i.e., nothing adjacent to the top hangars.) This layout isn&#039;t as fortified as many new-build bases can be, but it&#039;s a good compromise between defendability (one choke-point at the lift), available space, expedience (it converts from the standard layout in minimal time), and, especially, cost. It only costs the price of two hangars and a living quarters ($800,000) to overhaul your base this way-- a cost that can be covered by the proceeds from, say, one small landed UFO. Dismantling the existing modules however accrue base [[maintenance costs]] of $720,000 per month due to the [[Known Bugs#Paying For Dirt|Paying For Dirt bug]].&lt;br /&gt;
&lt;br /&gt;
===Variations===&lt;br /&gt;
&lt;br /&gt;
The previous example was a one chokepoint base that is easy to defend, however it is by no means the only way to build the base. Don&#039;t be afraid to try different variations of the base to suit the strategy that you intend use. &lt;br /&gt;
&lt;br /&gt;
If you want to attack the aliens from two sides, the simple addition of an extra module can modify the one-chokepoint base into a two-chokepoint base. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|small_radar|dirt|=&lt;br /&gt;
|large_radar|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|containment|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above base is designed to work like the popular defendable base layout, but also provides a second access point into the hangars. Although this means you have to spread your soldiers out to cover both points, so do the aliens. &lt;br /&gt;
&lt;br /&gt;
With this example in particular, the small radar module provides an empty hallway. If you like to use rockets, this one access point gives you a clear shot into the hangars. A few well placed rockets can cut down the opposition considerably.&lt;br /&gt;
&lt;br /&gt;
If you really like to use rockets but can only handle aliens entering the map through one entry point, consider the following variation. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|small_radar|dirt|=&lt;br /&gt;
|large_radar|small_radar|dirt|lab|workshop|dirt|=&lt;br /&gt;
|dirt|containment|quarters|stores|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It may take a while to re-order the base in this manner from the starting setup, but the end result provides you with a clear firing corridor into the hangars with plenty of cubbyholes to hide in. All of the aliens will have to funnel through the small radar module, which is an open space with no place for the aliens to hide. &lt;br /&gt;
&lt;br /&gt;
One disadvantage of this base however is that if the workshop suffers too much structural damage, all facilities past the small radar will be destroyed as they&#039;ll be disconnected from the access lift. &lt;br /&gt;
&lt;br /&gt;
No matter what layout you eventually use, remember that the more complicated it is the longer it may take to construct and the more money it will cost. The last example requires moving a module that was already present in the default base. i.e. the general stores.&lt;br /&gt;
&lt;br /&gt;
== Secondary Base Design ==&lt;br /&gt;
&lt;br /&gt;
With your second and subsequent bases, you can build it securely right from the beginning.  The most secure design uses the Access Lift as a choke point between the hangars and the rest of the base, as pictured above, but puts it to the side, out of the way, and also adds a long corridor between the Access Lift and the rest of the base:&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact facilities built are up to the individual player, although a hyper-wave decoder, stores, and living quarters are generally the most important facilities to build first.  Even if you don&#039;t plan on stationing any X-Com [[craft]] at the base, you should also build at least one hangar (where aliens will spawn preferentially during a [[Base Defence]] mission) to prevent them from spawning deeper inside the base.&lt;br /&gt;
&lt;br /&gt;
Be sure not to put the Access Lift on the southern or eastern borders of the map to avoid the [[Known Bugs#Base Disjoint Bug|base disjoint bug]].&lt;br /&gt;
&lt;br /&gt;
If three hangars are not needed, additional base facilities can be added, as long as they are not placed adjacent to the hangars:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|dirt|dirt|psi|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|psi|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|hyperwave|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|dirt|quarters|psi|psi|psi|=&lt;br /&gt;
|hangar1|hangar2|dirt|psi|psi|psi|=&lt;br /&gt;
|hangar3|hangar4|dirt|psi|psi|psi|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The design with only one hangar, however, runs the risk of having aliens spawn in areas other than the hangars and access lift, as one hangar plus one access lift only provide (15 + 8 = 23) alien spawn points, and a [[Battleship]] on Superhuman difficulty can carry between 22 and 28 aliens.  Especially troubling is the fact that Terror Units have the lowest alien spawn priority and thus are most likely to show up in your base.  This might result in some [[Chryssalid|particularly]] [[Sectopod|nasty]] units spawning behind your lines, quickly turning an otherwise easy Base Defence into a nightmare!&lt;br /&gt;
&lt;br /&gt;
=== Accelerated build ===&lt;br /&gt;
&lt;br /&gt;
One drawback of the above design is that it takes 52 days before all the facilities in the &amp;quot;choke line&amp;quot; are completed and the base is fully defensible against invasion.  The following variant moves the Hyper-Wave Decoder to the right of the access lift, allowing the decoder, one hangar, and stores plus quarters to all be complete within 26 days.  &lt;br /&gt;
&lt;br /&gt;
Moving the hyperwave out of the choke line also makes it less likely to be destroyed by a stray blaster bomb.  In the above designs, if the hyperwave gets destroyed, all modules beyond it will be destroyed as well.  (Living quarters and stores are immune to destruction.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|quarters|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|hyperwave|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|quarters|quarters|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|quarters|dirt|quarters|quarters|workshop|workshop|=&lt;br /&gt;
|stores|dirt|stores|mind|workshop|psi|=&lt;br /&gt;
|lift|hyperwave|dirt|dirt|psi|psi|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|dirt|psi|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|dirt|psi|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Time-Efficient Corridor Build ===&lt;br /&gt;
&lt;br /&gt;
The following designs are an attempt to greatly speed up build times without sacrificing much (if any) defensibility. The base on the left is an example of how to start a new base if you don&#039;t yet have a Hyperwave Decoder. This would get you 2 Hangars, a General Stores, Radar, and Living Quarters by day 26. You can of course skip the Large Radar if you have already researched Hyperwave (in which case you would no doubt place the Hyperwave above your first Stores). &lt;br /&gt;
&lt;br /&gt;
The base on the right is a complete version of this base. Notice that the General Stores above the Access Lift is the only facility that has been removed if you did not build the Radar, so if you are [[Known Bugs#Paying For Dirt|paying for dirt]], you will not suffer greatly. This build has only 5 wasted spaces, which is less than any other defensible build using 3 Hangars. If you really want the extra corridor space, you can skip the bottom-most Living Quarters. The corridor is, of course, indestructible, as it is done with General Stores. As a warning, if you have not eliminated the [[Known Bugs#Base Disjoint Bug|base disjoint bug]], you will probably have to rotate the base 90/180 degrees ,or you will find your soldiers sealed off from the aliens.  Furthermore, if you expect to be attacked within a short period of time, you may not yet have swapped your choke point from the Access Lift to the General Stores on the left.&lt;br /&gt;
&lt;br /&gt;
Lastly, the base on the right is an alternative 2 Hangar build.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|stores|hangar1|hangar2|=&lt;br /&gt;
|dirt|dirt|large_radar|lift|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|workshop|workshop|workshop|containment|hyperwave|mind|=&lt;br /&gt;
|workshop|quarters|lab|psi|dirt|dirt|=&lt;br /&gt;
|quarters|quarters|quarters|dirt|hangar1|hangar2|=&lt;br /&gt;
|stores|quarters|dirt|lift|hangar3|hangar4|=&lt;br /&gt;
|stores|dirt|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|stores|stores|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|workshop|workshop|workshop|containment|hyperwave|mind|=&lt;br /&gt;
|workshop|quarters|lab|psi|psi|psi|=&lt;br /&gt;
|quarters|quarters|quarters|dirt|psi|psi|=&lt;br /&gt;
|stores|quarters|dirt|lift|dirt|dirt|=&lt;br /&gt;
|stores|dirt|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|stores|stores|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mods===&lt;br /&gt;
&lt;br /&gt;
If you have a program to overhaul your starter base, the base on the bottom left is what I recommend. The picture on the right shows a good choice for immediate additions to it. You would of course want to add another Living Quarters if finances permit (don&#039;t forget to staff your Laboratory or Workshops).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|workshop|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lab|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|quarters|small_radar|hangar1|hangar2|=&lt;br /&gt;
|dirt|dirt|dirt|lift|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|dirt|stores|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|lab|workshop|containment|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lab|large_radar|dirt|dirt|=&lt;br /&gt;
|dirt|quarters|quarters|small_radar|hangar1|hangar2|=&lt;br /&gt;
|dirt|dirt|dirt|lift|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|stores|stores|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The example above is encoded in [[UFOextender#Initial_Base|UFOExtender.ini]] as follows:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[Initial Base]&lt;br /&gt;
Apply=1&lt;br /&gt;
row1=Empty          Empty          Workshop       Empty          Empty          Empty&lt;br /&gt;
row2=Empty          Empty          Laboratory     Empty          Empty          Empty&lt;br /&gt;
row3=Empty          Empty          LivingQuarters SmallRadar     HangarTL       HangarTR&lt;br /&gt;
row4=Empty          Empty          Empty          AccessLift     HangarBL       HangarBR&lt;br /&gt;
row5=Empty          Empty          HangarTL       HangarTR       HangarTL       HangarTR&lt;br /&gt;
row6=Empty          GeneralStores  HangarBL       HangarBR       HangarBL       HangarBR&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corner ambush build ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|quarters|workshop|workshop|quarters|quarters|stores|=&lt;br /&gt;
|quarters|psi|workshop|workshop|quarters|stores|=&lt;br /&gt;
|hyperwave|psi|stores|mind|dirt|stores|=&lt;br /&gt;
|dirt|dirt|workshop|dirt|dirt|stores|=&lt;br /&gt;
|hangar1|hangar2|dirt|hangar1|hangar2|stores|=&lt;br /&gt;
|hangar3|hangar4|lift|hangar3|hangar4|dirt|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I decided to put a little variety into my base defences. I like this pattern because i get to ambush the aliens as they turn the corner of the first general stores. Let THEM see how it feels getting whacked at blind corners!&lt;br /&gt;
Also, notice how that fights will only occur in or near indestructible modules. Too many exploding cyberdisks convinced me to do this.&lt;br /&gt;
&lt;br /&gt;
The fact that the corridor is 5 units long is SIGNIFICANT. (the prior designs are actually only 3 modules long, because aliens spawn in the access lift, which has also has doors which block LOS and fired shots) Because alien sight is 20 squares. 5 modules is 45 tiles.This means that I can in fact keep 6 units (3 standing, 3 kneeling) at the north end of the North East corner module. I place scouts/spotters with a motion detectors in the rooms and round the corners of the corridor of general stores. The spotters pop out diagonally for mutual surprise, then hide again. Then the 6 snipers at the end of the corridor shoot down the corridor killing enemies in it. 45 tile distance means that no alien can turn the corner and walk far enough down the corridor to spot and shoot at my snipers in 1 turn.&lt;br /&gt;
&lt;br /&gt;
== Missile Defence Module Build ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{UBK|=&lt;br /&gt;
|stores|quarters|workshop|workshop|quarters|quarters|=&lt;br /&gt;
|stores|quarters|psi|workshop|workshop|quarters|=&lt;br /&gt;
|stores|dirt|psi|stores|mind|hyperwave|=&lt;br /&gt;
|stores|dirt|dirt|workshop|dirt|dirt|=&lt;br /&gt;
|missile|hangar1|hangar2|dirt|hangar1|hangar2|=&lt;br /&gt;
|dirt|hangar3|hangar4|lift|hangar3|hangar4|=}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This build takes advantage of the missile defences unique structure to force aliens to enter from the right, take a big detour, then exit to the north. This will likely severely hamper enemy blaster bomb efforts. However, by the same token, this is very likely to wind up causing your missile defences module to get blown up by blaster bombs, which will disconnect the rest of your base from your elevator, and make you lose most of your base. Be warned.&lt;br /&gt;
&lt;br /&gt;
==Floor Plan Comparison==&lt;br /&gt;
Here&#039;s a comparison of the &#039;&#039;&#039;ground floor&#039;&#039;&#039; plans for X-COM base modules, in case it helps you design your base. For images, follow the links or see [[Xcom_and_Alien_Bases#XCom_Base|X-COM Base Module Images]]:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3-wide &amp;quot;central plus sign&amp;quot; corridors:&lt;br /&gt;
** 1-wide doors along NW to SE path: [[Living Quarters]], [[Laboratory]], [[Workshop]]&lt;br /&gt;
** 1-wide doors along SW to NE path: [[Alien Containment]], [[Psionic Laboratory]]&lt;br /&gt;
** 2-wide doors along SW to NE path: [[General Stores]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central room:&lt;br /&gt;
** 1 1-wide door, 2-wide corridors: [[Laser Defences]] (SW door), [[Plasma Defences]] (SE door), [[Fusion Ball Defences]] (NE door) &lt;br /&gt;
** 2 1-wide doors, 2-wide corridors: [[Large Radar System]] (SW &amp;amp; NE doors)&lt;br /&gt;
** 2 1-wide doors, 3-wide corridors: [[Grav Shield]], [[Hyper-wave Decoder]], [[Mind Shield]] (all have SW &amp;amp; SE doors)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unique modules:&lt;br /&gt;
**Wide open ground floor: [[Small Radar System]]&lt;br /&gt;
** &amp;quot;P&amp;quot; design of [[Missile Defences]] - no ground level doors; can force particular paths&lt;br /&gt;
** [[Hangar]]&lt;br /&gt;
** [[Access Lift]]&lt;br /&gt;
&lt;br /&gt;
Most modules have a fairly open second story, with the exception of [[Missile Defences]], [[General Stores]], [[Alien Containment]], and the [[Psionic Laboratory]]. Still, half of the rest have a fair amount of clutter that might hide aliens.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Corridors attaching to the right topside of a hangar (on the grid, the east side of the north wall) corner come through a ground-level hangar door. Corridors attaching anywhere else don&#039;t get a door. See picture at [[X-Com_Base_Terrain]].&lt;br /&gt;
*The ideal case is to have your choke point aligned vertically on the base grid, lined with general stores.  The general stores have large, doublewide doors that open out onto the vertical corridor.  These doors will give your your troops and tanks cover, and let them pop out to make attacks at will.&lt;br /&gt;
*It is also desirable to have a base facility containing a door directly facing the Access Lift (such as the Hyper-wave Decoder).  A scout can pop out at the beginning of a turn and spot units coming down the corridor without risk of being shot due to the [[reaction fire triggers#mutual_surprise|&amp;quot;mutual surprise&amp;quot; rule]].  Other units with indirect-fire weapons (grenades and blaster launchers) can then safely attack the spotted alien(s).  Direct-fire weapons can also be safely used if a thick-enough [[Smoke Grenade|smoke cover]] is present.&lt;br /&gt;
*Troops will spawn primarily in the Living Quarters and General Stores .   Tanks will spawn mostly in the General Stores.  You might want to cluster these units around your choke-point so your units will be where you need them.&lt;br /&gt;
*When constructing a base, be very careful that you avoid the [[Known Bugs#Base Disjoint Bug|Base Disjoint Bug]] where modules along the right and lower edges of the map can get sealed off. Improper placement will often end up forcing you to cut through the very tough walls and dirt blocks with heavy plasmas or tank lasers. However, with proper placement of modules, the sealed off walls can be very advantageous in controlling the flow of aliens. [[XcomUtil]] users cannot take advantage of this as the setup tool for this utility automatically rips out the walls.&lt;br /&gt;
*You can (and should) keep the poorly positioned rooms of your starter base up until the battleship is closing in. You can dismantle rooms instantly as long as they are unused. Since maintenance costs are buggy and listed values are always wrong, you are always better off keeping a room even if it is unused... at least up until the point the aliens arrive or you need the room.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Base Management]]&lt;br /&gt;
*[[Base Defence]]&lt;br /&gt;
*[[Base Defence Systems]]&lt;br /&gt;
*[[X-Com Base Terrain]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=66270</id>
		<title>User:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=66270"/>
		<updated>2015-07-02T22:07:33Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Mysterious error message (Apoc) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mysterious error message (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
So, this came up:&lt;br /&gt;
&lt;br /&gt;
[[File:Transfer Error.png]]&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never seen it before and I&#039;m out of ideas. Transtellar are reasonably happy, and all three of my bases have adequate road access.&lt;br /&gt;
&lt;br /&gt;
== Voice Control in EU 2012 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure where this idea came from, but after playing XEU for a few hours I was keen to engage my soldiers in conversation. If I&#039;m sending them to their deaths, it&#039;s only right that I should treat them like the people they aren&#039;t, right? &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what I&#039;ve got:&lt;br /&gt;
&lt;br /&gt;
*A decent headset mic, the [http://www.amazon.co.uk/Sennheiser-PC-26-Call-Control/dp/B006ICUTFU/ref=sr_1_2?ie=UTF8&amp;amp;qid=1350583944&amp;amp;sr=8-2 Sennheiser PC26]. My webcam&#039;s mic is too prone to picking up noise from the speakers and neighbours and I&#039;m too lazy to set up a PTT key.&lt;br /&gt;
&lt;br /&gt;
*Windows Speech Recognition - included with Vista, 7 and 8. Make sure you&#039;ve set it up properly, and train it to understand your voice.&lt;br /&gt;
&lt;br /&gt;
*[http://www.microsoft.com/en-gb/download/details.aspx?id=13045 WSRMacros] - Extra tool for configuring additional commands.&lt;br /&gt;
&lt;br /&gt;
*XCOM Enemy Unknown keyboard shortcuts. By default, R is reload, 1 is fire, Y is Overwatch, V is open door/defuse bomb and so on.&lt;br /&gt;
&lt;br /&gt;
When WSRMacros is running it has an icon in the system tray. Double-click that icon (it&#039;s a blue speech bubble with gears in it) to define a new macro. You need this macro to &#039;&#039;Send Keystrokes&#039;&#039;, so click on that. The next window &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the list of what I say, and what keys the macro &amp;quot;presses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fire&amp;quot; - 1&lt;br /&gt;
*&amp;quot;Headshot&amp;quot; - 2&lt;br /&gt;
*&amp;quot;Suppression&amp;quot; - also 2&lt;br /&gt;
*&amp;quot;Run and Gun&amp;quot; - 2 again&lt;br /&gt;
*&amp;quot;Fire a rocket&amp;quot; - the ubiquitous 2&lt;br /&gt;
*&amp;quot;Fire at Will&amp;quot; - Y (Overwatch)&lt;br /&gt;
*&amp;quot;Reload&amp;quot; - R&lt;br /&gt;
*&amp;quot;Cancel&amp;quot; - Escape (enter {esc} in the &amp;quot;keys to press&amp;quot; box)&lt;br /&gt;
*&amp;quot;Wait&amp;quot; - Tab (selects next soldier)&lt;br /&gt;
*&amp;quot;Next target&amp;quot; - Tab (selects next target)&lt;br /&gt;
*&amp;quot;Where are you&amp;quot; - Home (enter {HOME}) (centers the camera on this unit)&lt;br /&gt;
*&amp;quot;Open the door&amp;quot; - V&lt;br /&gt;
*&amp;quot;Get into cover&amp;quot; - B (hunker down)&lt;br /&gt;
*&amp;quot;Swap Weapons&amp;quot; - X&lt;br /&gt;
*&amp;quot;Go back&amp;quot; - shift (selects previous soldier or target)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t say &amp;quot;overwatch&amp;quot; or &amp;quot;hunker down&amp;quot; because for some reason I felt like a dork saying that on my own in an empty room. I don&#039;t know what &amp;quot;hunker&amp;quot; is supposed to mean, anyway.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have medikits, grenades, psi attacks and so on in the list because I&#039;m never sure where they&#039;re going to appear. You can get to them through voice control by saying &amp;quot;Press 4&amp;quot;, &amp;quot;Press 8&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Note that a couple of these commands require the cursor to be positioned over your soldier to work - opening the door is one of them - as though you were going to click on the soldier.&lt;br /&gt;
&lt;br /&gt;
Give this a try. It&#039;s awesome.&lt;br /&gt;
&lt;br /&gt;
== Slightly mad idea #1 ==&lt;br /&gt;
&lt;br /&gt;
In UFO&#039;s MAPS directory are a few files that never crop up in the game. What could they be? The files are &lt;br /&gt;
&lt;br /&gt;
I reckon it&#039;s possible to get some idea of what these files look like. I reason thusly:&lt;br /&gt;
&lt;br /&gt;
We know that X-Com constructs its [[MAPS|map files]] like this: First of all, the relevant [[MCD|MCD files]] are strung together, one after another. Each MCD file is a list of objects that appear on the map - all the walls, the doors, the different kinds of floor and the objects that litter the battlescape - trees and gas pumps and tables and the like.&lt;br /&gt;
&lt;br /&gt;
So the game constructs an MCD Array and then treats it like a Chinese menu - I&#039;ll have a 55, some 81s and a couple of 108s please, and have you got any of those crispy beef things?&lt;br /&gt;
&lt;br /&gt;
Every MCD Array created by the game starts with the contents of BLANKS.MCD - a simple pair of objects indicating empty space and burnt ground, respectively. Any map tile that appears to be empty in fact contains BLANKS000, and any time you demolish the floor with a blaster bomb, that charred brown patch left behind is in fact BLANKS001.&lt;br /&gt;
&lt;br /&gt;
When constructing the battlescape, the game &amp;quot;orders&amp;quot; items from its MCD Array &amp;quot;menu&amp;quot;. Starting from the northwestern tile on the top level, it places the ground, western wall, northern wall and &lt;br /&gt;
&lt;br /&gt;
The fantastic thing is, you don&#039;t actually need a menu to order Chinese food. You can just pick some random numbers and you&#039;re guaranteed to get SOMETHING. If we assume that these unused .MAP files are intended to work with an MCD Array that begins with BLANKS000, we can extend this assumption a bit - any byte that is 00 can be assumed to refer to BLANKS000, and any byte that is anything else up to FF means there is an object, wall or patch of ground in this tile.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created a spreadsheet that takes .MAP data exports from Hex Workshop and shows the arrangement of ground tiles, walls and objects within the map. Grab it [[Media:MAP3MAP4.xls|here]].&lt;br /&gt;
&lt;br /&gt;
Of course, only a complete tool would try to use Microsoft Excel as an art program, right?&lt;br /&gt;
&lt;br /&gt;
[[File:map3.png|400px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Er... right.&lt;br /&gt;
&lt;br /&gt;
The limitations are obvious - while we can tell that there is an object in a particular tile, we have no way of knowing &#039;&#039;which&#039;&#039; object to put there. So we can&#039;t actually play these maps yet. But at least we can get a rough idea of what they look like.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Transfer_Error.png&amp;diff=66269</id>
		<title>File:Transfer Error.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Transfer_Error.png&amp;diff=66269"/>
		<updated>2015-07-02T22:07:03Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: An error message with no obvious source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An error message with no obvious source&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=66268</id>
		<title>User:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=66268"/>
		<updated>2015-07-02T22:05:52Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mysterious error message (Apoc) ==&lt;br /&gt;
&lt;br /&gt;
So, this came up:&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never seen it before and I&#039;m out of ideas. Transtellar are reasonably happy, and all three of my bases have adequate road access. &lt;br /&gt;
&lt;br /&gt;
== Voice Control in EU 2012 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure where this idea came from, but after playing XEU for a few hours I was keen to engage my soldiers in conversation. If I&#039;m sending them to their deaths, it&#039;s only right that I should treat them like the people they aren&#039;t, right? &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what I&#039;ve got:&lt;br /&gt;
&lt;br /&gt;
*A decent headset mic, the [http://www.amazon.co.uk/Sennheiser-PC-26-Call-Control/dp/B006ICUTFU/ref=sr_1_2?ie=UTF8&amp;amp;qid=1350583944&amp;amp;sr=8-2 Sennheiser PC26]. My webcam&#039;s mic is too prone to picking up noise from the speakers and neighbours and I&#039;m too lazy to set up a PTT key.&lt;br /&gt;
&lt;br /&gt;
*Windows Speech Recognition - included with Vista, 7 and 8. Make sure you&#039;ve set it up properly, and train it to understand your voice.&lt;br /&gt;
&lt;br /&gt;
*[http://www.microsoft.com/en-gb/download/details.aspx?id=13045 WSRMacros] - Extra tool for configuring additional commands.&lt;br /&gt;
&lt;br /&gt;
*XCOM Enemy Unknown keyboard shortcuts. By default, R is reload, 1 is fire, Y is Overwatch, V is open door/defuse bomb and so on.&lt;br /&gt;
&lt;br /&gt;
When WSRMacros is running it has an icon in the system tray. Double-click that icon (it&#039;s a blue speech bubble with gears in it) to define a new macro. You need this macro to &#039;&#039;Send Keystrokes&#039;&#039;, so click on that. The next window &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the list of what I say, and what keys the macro &amp;quot;presses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fire&amp;quot; - 1&lt;br /&gt;
*&amp;quot;Headshot&amp;quot; - 2&lt;br /&gt;
*&amp;quot;Suppression&amp;quot; - also 2&lt;br /&gt;
*&amp;quot;Run and Gun&amp;quot; - 2 again&lt;br /&gt;
*&amp;quot;Fire a rocket&amp;quot; - the ubiquitous 2&lt;br /&gt;
*&amp;quot;Fire at Will&amp;quot; - Y (Overwatch)&lt;br /&gt;
*&amp;quot;Reload&amp;quot; - R&lt;br /&gt;
*&amp;quot;Cancel&amp;quot; - Escape (enter {esc} in the &amp;quot;keys to press&amp;quot; box)&lt;br /&gt;
*&amp;quot;Wait&amp;quot; - Tab (selects next soldier)&lt;br /&gt;
*&amp;quot;Next target&amp;quot; - Tab (selects next target)&lt;br /&gt;
*&amp;quot;Where are you&amp;quot; - Home (enter {HOME}) (centers the camera on this unit)&lt;br /&gt;
*&amp;quot;Open the door&amp;quot; - V&lt;br /&gt;
*&amp;quot;Get into cover&amp;quot; - B (hunker down)&lt;br /&gt;
*&amp;quot;Swap Weapons&amp;quot; - X&lt;br /&gt;
*&amp;quot;Go back&amp;quot; - shift (selects previous soldier or target)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t say &amp;quot;overwatch&amp;quot; or &amp;quot;hunker down&amp;quot; because for some reason I felt like a dork saying that on my own in an empty room. I don&#039;t know what &amp;quot;hunker&amp;quot; is supposed to mean, anyway.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have medikits, grenades, psi attacks and so on in the list because I&#039;m never sure where they&#039;re going to appear. You can get to them through voice control by saying &amp;quot;Press 4&amp;quot;, &amp;quot;Press 8&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Note that a couple of these commands require the cursor to be positioned over your soldier to work - opening the door is one of them - as though you were going to click on the soldier.&lt;br /&gt;
&lt;br /&gt;
Give this a try. It&#039;s awesome.&lt;br /&gt;
&lt;br /&gt;
== Slightly mad idea #1 ==&lt;br /&gt;
&lt;br /&gt;
In UFO&#039;s MAPS directory are a few files that never crop up in the game. What could they be? The files are &lt;br /&gt;
&lt;br /&gt;
I reckon it&#039;s possible to get some idea of what these files look like. I reason thusly:&lt;br /&gt;
&lt;br /&gt;
We know that X-Com constructs its [[MAPS|map files]] like this: First of all, the relevant [[MCD|MCD files]] are strung together, one after another. Each MCD file is a list of objects that appear on the map - all the walls, the doors, the different kinds of floor and the objects that litter the battlescape - trees and gas pumps and tables and the like.&lt;br /&gt;
&lt;br /&gt;
So the game constructs an MCD Array and then treats it like a Chinese menu - I&#039;ll have a 55, some 81s and a couple of 108s please, and have you got any of those crispy beef things?&lt;br /&gt;
&lt;br /&gt;
Every MCD Array created by the game starts with the contents of BLANKS.MCD - a simple pair of objects indicating empty space and burnt ground, respectively. Any map tile that appears to be empty in fact contains BLANKS000, and any time you demolish the floor with a blaster bomb, that charred brown patch left behind is in fact BLANKS001.&lt;br /&gt;
&lt;br /&gt;
When constructing the battlescape, the game &amp;quot;orders&amp;quot; items from its MCD Array &amp;quot;menu&amp;quot;. Starting from the northwestern tile on the top level, it places the ground, western wall, northern wall and &lt;br /&gt;
&lt;br /&gt;
The fantastic thing is, you don&#039;t actually need a menu to order Chinese food. You can just pick some random numbers and you&#039;re guaranteed to get SOMETHING. If we assume that these unused .MAP files are intended to work with an MCD Array that begins with BLANKS000, we can extend this assumption a bit - any byte that is 00 can be assumed to refer to BLANKS000, and any byte that is anything else up to FF means there is an object, wall or patch of ground in this tile.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created a spreadsheet that takes .MAP data exports from Hex Workshop and shows the arrangement of ground tiles, walls and objects within the map. Grab it [[Media:MAP3MAP4.xls|here]].&lt;br /&gt;
&lt;br /&gt;
Of course, only a complete tool would try to use Microsoft Excel as an art program, right?&lt;br /&gt;
&lt;br /&gt;
[[File:map3.png|400px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Er... right.&lt;br /&gt;
&lt;br /&gt;
The limitations are obvious - while we can tell that there is an object in a particular tile, we have no way of knowing &#039;&#039;which&#039;&#039; object to put there. So we can&#039;t actually play these maps yet. But at least we can get a rough idea of what they look like.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Realistic_Equivalents&amp;diff=48495</id>
		<title>Talk:Realistic Equivalents</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Realistic_Equivalents&amp;diff=48495"/>
		<updated>2013-08-31T15:16:11Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Elerium */ line breaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Battlescape Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Pistol and Rifle ===&lt;br /&gt;
&lt;br /&gt;
As a note, an MP5 is not considered a battle rifle, as it is a submachine gun.&lt;br /&gt;
http://www.hkpro.com/mp5.htm&lt;br /&gt;
&lt;br /&gt;
GazChap - I also wouldn&#039;t really consider the AK-47 to be a realistic equivalent. I&#039;ve always pictured X-COM as being a very high-tech organisation. I would have thought the AK-47 would be too... raw, for X-COM. Not enough bells and whistles on it. - 21 July 2005 14:05 BST.&lt;br /&gt;
&lt;br /&gt;
Not sure why would anyone use an M-16, if there is M4A1s around. Also back the reccommendation to remove the reference to MP-5, as it is just a submachine gun.--[[User:Vagabond|Vagabond]] 05:16, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I would say the US M4 was the closest equivalent - if I remember correctly that only has single/3RB burst modes; the M4A1 adds a full auto option which we dont have. It is probably the most similar looking - although not particularly close, most of the other examples dont look similar at all, even if their behaviour and usage is - obviously with modern weapons you have quite a few bullpup designs, and then stuff like the AK74 and its variants that have iconic looks and wouldnt be confused with whatever the UFO rifle would look like in real life, even by people with no knowledge of weapons. --[[User:Sfnhltb|Sfnhltb]] 10:04, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To me the X-Com rifle &#039;&#039;looks&#039;&#039; like a G3 or an FN, but given the hitting power/penetration is barely above a powerful pistol you have to accept the Rifle is only chambered in 5.56mm if not 4.85. Definitely not a muscular 7.62mm (Russian or NATO). Even then, given the closeness in power to the pistol you could argue the pistol must be a Desert Eagle, WinMag, or an exotic Remington, customised with an extended magazine (contributing to the lousy accuracy). &lt;br /&gt;
&lt;br /&gt;
However I don&#039;t believe X-Com dallies with exotic weapons; for sound operational and logistical reasons (including a tight budget), I think they take the prudent course of using battle-proven weapons that are in wide service with member nations and familiar to commandos of many nations. So I would vote for an M4, or any 5.56 HK assault rifle, plus the SOCOM pistol or even the humble Browning 9mm.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:14, 9 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yes, definitely the Mk23 SOCOM pistol. Semi auto, no burst mode, very heavy, 12rd mag, in-service date 1996, stopping power in the submachinegun range - all these things say the X-Com Pistol is the Mk23. The artwork looks like the Mk23 and the robustness of the weapon in all environments fits with the idea of pragmatic weapon choices for X-Com. Of all the realistic equivalents, I think this is the most clear-cut. I withdraw the suggestion of the Browning and the exotic heavy pistols. &lt;br /&gt;
[[User:Spike|Spike]] 14:36, 9 April 2008 (PDT)&lt;br /&gt;
: Thanks dude - I&#039;m glad my logic has held up all these years. :) --[[User:JellyfishGreen|JellyfishGreen]] 12:29, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Aw, boo... I remember seeing some customized handguns that use Rifle calibre bullets. The stopping power... and the complete inaccuracy! Ouch!&lt;br /&gt;
: Then again guys, maybe outlandish exotic weapons explain your troops&#039; utter incompetence at using them.&lt;br /&gt;
: Those actually MIGHT be NATO rounds in those rifles... bloody clips cost $200... in 1999 pre-inflation prices. OUCH!&lt;br /&gt;
:[[User:Jasonred|Jasonred]] 16:06, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Autocannon and Heavy Cannon ===&lt;br /&gt;
&lt;br /&gt;
The new 25mm XM307 [http://www.globalsecurity.org/military/systems/ground/ocsw.htm OCSW] could rapidly fire AP and HE grenades. No rotary barrel though it does have automatic fire.&lt;br /&gt;
:But the OCSW is a Crew Served Weapon, requiring 2 people to carry and operate it, which is just too big for the XCom autocannon. This must be a 20-25mm weapon or absolute max of 30mm. [[User:Spike|Spike]] 21:26, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I like the xm25 for the autocannon.  I think a better heavy cannon would be an xm109 Payload rifle.  It fires a heavier 25mm round than the xm25.  For project Xenocide, we looked at a lot of different military firearms.  We based a concept on the Croatian RT-20, a very heavy antimaterial rifle that fires the 20mm hispano suiza anti aircraft cannon round.  It fires a very heavy round, it is a cannon, however it&#039;s bolt action like the NTW-20.  Unlike the NTW-20, though, it is not magazine fed.  Since neither of those &#039;cannons&#039; are really believable as weapons that one would walk around with, I think the xm109 is the best analogue.  -[[User:Max Power|Max Power]] 04:38, 11 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I agree the [http://en.wikipedia.org/wiki/Barrett_XM109 XM109] is a good fit. 5 round magazine (maybe 6 rounds with &#039;one in the chamber&#039;?), excellent AP, variable ammo since it&#039;s compatible with [http://en.wikipedia.org/wiki/XM307 XM307] ammo. So AP, HE, HEDP, HEAT and HE-I rounds are a given, and pure incendiary rounds are theoretically possible if alternative 25 x 59mm rounds were used. It particularly fits because the Heavy Cannon AP is arguably the best starting sniper weapon, and of course the XM109 is an up-chambered [http://en.wikipedia.org/wiki/Barrett_M82 Barrett M82] heavy (.50 cal) sniper rifle. The only difficulty with the XM109 is how realistic it is to have that weapon operational in 1999. Certainly the M82-class weapons were popular with Special Forces in the 1990s. The M82 article (just referenced) says an early version of the XM109, was in  the final [http://www.janes.com/articles/Janes-Infantry-Weapons/Objective-Sniper-Weapon-OSW-United-States.html OSW] trials in 2002, and the OSW project started in 1993 - so it&#039;s possible that secret limited field use of prototypes could&#039;ve been happening in 1999, especially if they were found to be one of the few human weapons effective against the more difficult alien races. Potentially the Heavy Cannon could be based off the 1987 M82A2 bullpup configuration, which is closer in appearance to the XCom graphics. There is also mention of a rare 12-rd mag for the M82, vs 10 rds normally, so a rare 6-rd mag for the 25mm version is a possibility. &lt;br /&gt;
&lt;br /&gt;
::Regarding the realism of the xm109.  The 25mm grenade was already in development for the OICW project in the 1980s, I think.  The xm25 has already been accepted onto the wiki page. It&#039;s a stretch, for sure, but a system like that is the only real analogue I can think of.  It&#039;s more &#039;heavy cannon&#039; like than a multiple grenade launcher system in that those systems are not heavy and are not cannon-like.  The behaviour of a cannon or high velocity grenade firing rifle is more apt.&lt;br /&gt;
&lt;br /&gt;
: The [http://en.wikipedia.org/wiki/XM25 XM25] would be a really nice match for the Heavy Cannon, especially the weight, appearance, and thermobaric rounds. But as it only entered prototype trials in 2005, and has a lot of advanced technology the Heavy Cannon seems to lack, I think that we must reluctantly rule that out. And it does not qualify as the Auto Cannon, as it is semiautomatic with only a 6rd magazine. [[User:Spike|Spike]] 20:01, 11 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Rocket Launcher ===&lt;br /&gt;
&lt;br /&gt;
Those are freaking cheap Rocket Launchers, considering their utility... $4000 for a multi-use rocket launcher + $900 per high yield rocket? Compared to $3000 for a rifle?&lt;br /&gt;
[[User:Jasonred|Jasonred]] 16:06, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Predator_SRAW Predator SRAW] Antitank Missile has been suggested. But the Predator SRAW was not in service until 2002 so it&#039;s highly unlikely. It&#039;s also too heavy, both in launcher and ammo, and frankly too sophisticated - a top attack fire and forget anti tank missile. The M136 AT-4 is a disposable one-shot, so that is also ruled out. &lt;br /&gt;
&lt;br /&gt;
Here is why my money is on the 84mm Carl Gustav (M3 MAAWS / RAAWS in US service). The firepower and weight (9kg empty) is about right - as is the maximum 3-4 rounds per man carry over short tactical distances. In widespread use with many Funding Nations in 1999 both in regular and Special Forces. Not strictly a guided weapon but with optical sight and laser rangefinder. The ammunition matches - light and heavy HE rounds, and incendiary rounds available (shame XCom did not also take the Illumination and Smoke rounds - or the antitank rounds which might perhaps penetrate a UFO hull). Comparing its effectiveness vs contemporary armour (HWPs), the X-Com RL is clearly inferior to a Milan or a Predator (not in service in 1999?).  So the&amp;quot;Charlie G&amp;quot; fits. A typical (excellent, versatile) squad-level close assault weapon of the time. Selected by US Army Rangers and Navy SEALs. For some reason X-Com quartermasters have requested the proximity safety fuses be removed - probably for classified tactical reasons they did not want the rockets to be failsafe during the first 15-70m of flight. &lt;br /&gt;
&lt;br /&gt;
Price for a similar (but perhaps &amp;quot;gold-plated&amp;quot;) US weapon, the MK153 SMAW, quoted at $13,000 in 2006. Advanced dual-action hyperbaric-penetrator rounds for the MK153 quoted at $4000-$5000 in 2006. Probably the Carl Gustav launcher and much more standard rounds were a lot cheaper in 1999 dollars. The Rocket Launcher price of $4,000 and the rocket costs of $750 - $1,200 are in the right ball park for the Charlie G. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:02, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Hovertanks ===&lt;br /&gt;
&lt;br /&gt;
Though naturally they are based around alien technology, particularly the cyberdisk, I can&#039;t help but notice some similarities between the hovertank and the [http://www.retronaut.co/2011/01/the-avrocar/ avrocar]. Flying disk weapons are hardly a new concept in scifi, but the similarities are pretty striking. They were tested in 1961 and considered unfit for use, but maybe that was just some early branch of the XCOM high command squirreling them away.&lt;br /&gt;
&lt;br /&gt;
[[User:Vivanter|Vivanter]] 11:46, 19 August 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s tempting to agree that the Stingray is the AIM-7 Sparrow and the Avalanche is the AIM-120 AMRAAM. Not only do the effective ranges, relative warhead power, and hit probabilities fit pretty well, but they begin with the same letters. I kind of suspect that we have read the developers&#039; minds here, that they flipped open a copy of Jane&#039;s and just changed the names. &lt;br /&gt;
&lt;br /&gt;
BUT, as sometimes happens, the developers were wrong! &lt;br /&gt;
&lt;br /&gt;
Considering we are taking on aircraft that easily out run and out turn state of the art combat aircraft, the standard operational ranges of these missiles are not relevant. For what is normally a tail chase, XCom aircraft would have to get well inside the maximum operational range of their missiles to have a good chance of a hit. &lt;br /&gt;
&lt;br /&gt;
So I think a better answer would be that the Avalanche is the ultra long range AIM-54 Phoenix, and the Stingray is the AIM-120. But honestly I suspect the developers just took the operating ranges at face value and didn&#039;t think about the problems of tail chasing super fast UFOs.&lt;br /&gt;
&lt;br /&gt;
By the way, the cost of an AIM-120 in 1999 was about $386,000. For an AIM-7 it was $125,000. Actually very close to the &#039;&#039;ratio&#039;&#039; of Avalanche $9,000 :: $3,000 Stingray. Raising the price of these missiles to realistic levels would go a long way to making the Cannon more useful (since its ammo price would not change, see below)! It might even breathe some life into the Stingray. And encourage people not to always mount dual missile launchers.&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
&lt;br /&gt;
The Cannon would be a M61 20mm Vulcan cannon (used on most US fighters in 1999) or more likely a Mauser BK 27 (found on many European aircraft of the time and desired by the USAF), not the GAU-8 Avenger or GAU-12 Equaliser which are air to ground tankbusting weapons not found on air superiority aircraft. Also only a cannon on an air superiority aircraft and assisted by excellent targeting systems would have a range anywhere near 10km. 1km would be more typical. The Mauser is a closer fit as it is heavier than the M61 (27mm) and has about the right ammo capacity (180rds per cannon on a Tornado).&lt;br /&gt;
&lt;br /&gt;
Vulcan cannon ammunition is about $30 per round (2006 prices) in bulk. Call it $24 in 1996. I imagine 27mm rounds are more. But you typically have a 1000 rds of 20mm in an aircraft, not just 200. Using the optimistic assumption of pricing 20mm rounds, is actually very close to XCom prices. $1190 for 50 rds, versus the XCom price of $1240. Remarkably close!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:32, 20 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-Com is a very heavily stylized game and I don&#039;t think that one ought to limit their imagination to what the weapons look like.  Quite frankly, some of their weapons concepts are ridiculous (however well they work stylistically). [[User:Max Power]]&lt;br /&gt;
:Agreed. My criteria for this article, Realistic Equivalents, in roughly ranked order, are:&lt;br /&gt;
#Functionality - does it match the capabilities? If there are minor differences, are these plausible as customisations?&lt;br /&gt;
#Chronology - Did it exist in 1999, preferably in production, but even as a possible secret prototype ?&lt;br /&gt;
#Deployment - Was it in use in 1999 by regular military forces or special forces, particularly of Funding Nations?&lt;br /&gt;
#Appearance - Does it resemble the in-game graphics?&lt;br /&gt;
[[User:Spike|Spike]] 04:41, 14 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elerium ==&lt;br /&gt;
&lt;br /&gt;
One step closer: http://www.bbc.co.uk/news/science-environment-23849334&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The element is highly radioactive and exists for less than a second before decaying into lighter atoms. First proposed by Russian scientists in 2004, the super-heavy element has yet to be verified by the governing body of chemistry and physics.&amp;quot;&#039;&#039; [[User:Off the Rails|Off the Rails]] 11:15, 31 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Realistic_Equivalents&amp;diff=48494</id>
		<title>Talk:Realistic Equivalents</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Realistic_Equivalents&amp;diff=48494"/>
		<updated>2013-08-31T15:15:39Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Elerium */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Battlescape Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Pistol and Rifle ===&lt;br /&gt;
&lt;br /&gt;
As a note, an MP5 is not considered a battle rifle, as it is a submachine gun.&lt;br /&gt;
http://www.hkpro.com/mp5.htm&lt;br /&gt;
&lt;br /&gt;
GazChap - I also wouldn&#039;t really consider the AK-47 to be a realistic equivalent. I&#039;ve always pictured X-COM as being a very high-tech organisation. I would have thought the AK-47 would be too... raw, for X-COM. Not enough bells and whistles on it. - 21 July 2005 14:05 BST.&lt;br /&gt;
&lt;br /&gt;
Not sure why would anyone use an M-16, if there is M4A1s around. Also back the reccommendation to remove the reference to MP-5, as it is just a submachine gun.--[[User:Vagabond|Vagabond]] 05:16, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
I would say the US M4 was the closest equivalent - if I remember correctly that only has single/3RB burst modes; the M4A1 adds a full auto option which we dont have. It is probably the most similar looking - although not particularly close, most of the other examples dont look similar at all, even if their behaviour and usage is - obviously with modern weapons you have quite a few bullpup designs, and then stuff like the AK74 and its variants that have iconic looks and wouldnt be confused with whatever the UFO rifle would look like in real life, even by people with no knowledge of weapons. --[[User:Sfnhltb|Sfnhltb]] 10:04, 1 March 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To me the X-Com rifle &#039;&#039;looks&#039;&#039; like a G3 or an FN, but given the hitting power/penetration is barely above a powerful pistol you have to accept the Rifle is only chambered in 5.56mm if not 4.85. Definitely not a muscular 7.62mm (Russian or NATO). Even then, given the closeness in power to the pistol you could argue the pistol must be a Desert Eagle, WinMag, or an exotic Remington, customised with an extended magazine (contributing to the lousy accuracy). &lt;br /&gt;
&lt;br /&gt;
However I don&#039;t believe X-Com dallies with exotic weapons; for sound operational and logistical reasons (including a tight budget), I think they take the prudent course of using battle-proven weapons that are in wide service with member nations and familiar to commandos of many nations. So I would vote for an M4, or any 5.56 HK assault rifle, plus the SOCOM pistol or even the humble Browning 9mm.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 14:14, 9 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Yes, definitely the Mk23 SOCOM pistol. Semi auto, no burst mode, very heavy, 12rd mag, in-service date 1996, stopping power in the submachinegun range - all these things say the X-Com Pistol is the Mk23. The artwork looks like the Mk23 and the robustness of the weapon in all environments fits with the idea of pragmatic weapon choices for X-Com. Of all the realistic equivalents, I think this is the most clear-cut. I withdraw the suggestion of the Browning and the exotic heavy pistols. &lt;br /&gt;
[[User:Spike|Spike]] 14:36, 9 April 2008 (PDT)&lt;br /&gt;
: Thanks dude - I&#039;m glad my logic has held up all these years. :) --[[User:JellyfishGreen|JellyfishGreen]] 12:29, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Aw, boo... I remember seeing some customized handguns that use Rifle calibre bullets. The stopping power... and the complete inaccuracy! Ouch!&lt;br /&gt;
: Then again guys, maybe outlandish exotic weapons explain your troops&#039; utter incompetence at using them.&lt;br /&gt;
: Those actually MIGHT be NATO rounds in those rifles... bloody clips cost $200... in 1999 pre-inflation prices. OUCH!&lt;br /&gt;
:[[User:Jasonred|Jasonred]] 16:06, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Autocannon and Heavy Cannon ===&lt;br /&gt;
&lt;br /&gt;
The new 25mm XM307 [http://www.globalsecurity.org/military/systems/ground/ocsw.htm OCSW] could rapidly fire AP and HE grenades. No rotary barrel though it does have automatic fire.&lt;br /&gt;
:But the OCSW is a Crew Served Weapon, requiring 2 people to carry and operate it, which is just too big for the XCom autocannon. This must be a 20-25mm weapon or absolute max of 30mm. [[User:Spike|Spike]] 21:26, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I like the xm25 for the autocannon.  I think a better heavy cannon would be an xm109 Payload rifle.  It fires a heavier 25mm round than the xm25.  For project Xenocide, we looked at a lot of different military firearms.  We based a concept on the Croatian RT-20, a very heavy antimaterial rifle that fires the 20mm hispano suiza anti aircraft cannon round.  It fires a very heavy round, it is a cannon, however it&#039;s bolt action like the NTW-20.  Unlike the NTW-20, though, it is not magazine fed.  Since neither of those &#039;cannons&#039; are really believable as weapons that one would walk around with, I think the xm109 is the best analogue.  -[[User:Max Power|Max Power]] 04:38, 11 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I agree the [http://en.wikipedia.org/wiki/Barrett_XM109 XM109] is a good fit. 5 round magazine (maybe 6 rounds with &#039;one in the chamber&#039;?), excellent AP, variable ammo since it&#039;s compatible with [http://en.wikipedia.org/wiki/XM307 XM307] ammo. So AP, HE, HEDP, HEAT and HE-I rounds are a given, and pure incendiary rounds are theoretically possible if alternative 25 x 59mm rounds were used. It particularly fits because the Heavy Cannon AP is arguably the best starting sniper weapon, and of course the XM109 is an up-chambered [http://en.wikipedia.org/wiki/Barrett_M82 Barrett M82] heavy (.50 cal) sniper rifle. The only difficulty with the XM109 is how realistic it is to have that weapon operational in 1999. Certainly the M82-class weapons were popular with Special Forces in the 1990s. The M82 article (just referenced) says an early version of the XM109, was in  the final [http://www.janes.com/articles/Janes-Infantry-Weapons/Objective-Sniper-Weapon-OSW-United-States.html OSW] trials in 2002, and the OSW project started in 1993 - so it&#039;s possible that secret limited field use of prototypes could&#039;ve been happening in 1999, especially if they were found to be one of the few human weapons effective against the more difficult alien races. Potentially the Heavy Cannon could be based off the 1987 M82A2 bullpup configuration, which is closer in appearance to the XCom graphics. There is also mention of a rare 12-rd mag for the M82, vs 10 rds normally, so a rare 6-rd mag for the 25mm version is a possibility. &lt;br /&gt;
&lt;br /&gt;
::Regarding the realism of the xm109.  The 25mm grenade was already in development for the OICW project in the 1980s, I think.  The xm25 has already been accepted onto the wiki page. It&#039;s a stretch, for sure, but a system like that is the only real analogue I can think of.  It&#039;s more &#039;heavy cannon&#039; like than a multiple grenade launcher system in that those systems are not heavy and are not cannon-like.  The behaviour of a cannon or high velocity grenade firing rifle is more apt.&lt;br /&gt;
&lt;br /&gt;
: The [http://en.wikipedia.org/wiki/XM25 XM25] would be a really nice match for the Heavy Cannon, especially the weight, appearance, and thermobaric rounds. But as it only entered prototype trials in 2005, and has a lot of advanced technology the Heavy Cannon seems to lack, I think that we must reluctantly rule that out. And it does not qualify as the Auto Cannon, as it is semiautomatic with only a 6rd magazine. [[User:Spike|Spike]] 20:01, 11 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Rocket Launcher ===&lt;br /&gt;
&lt;br /&gt;
Those are freaking cheap Rocket Launchers, considering their utility... $4000 for a multi-use rocket launcher + $900 per high yield rocket? Compared to $3000 for a rifle?&lt;br /&gt;
[[User:Jasonred|Jasonred]] 16:06, 31 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Predator_SRAW Predator SRAW] Antitank Missile has been suggested. But the Predator SRAW was not in service until 2002 so it&#039;s highly unlikely. It&#039;s also too heavy, both in launcher and ammo, and frankly too sophisticated - a top attack fire and forget anti tank missile. The M136 AT-4 is a disposable one-shot, so that is also ruled out. &lt;br /&gt;
&lt;br /&gt;
Here is why my money is on the 84mm Carl Gustav (M3 MAAWS / RAAWS in US service). The firepower and weight (9kg empty) is about right - as is the maximum 3-4 rounds per man carry over short tactical distances. In widespread use with many Funding Nations in 1999 both in regular and Special Forces. Not strictly a guided weapon but with optical sight and laser rangefinder. The ammunition matches - light and heavy HE rounds, and incendiary rounds available (shame XCom did not also take the Illumination and Smoke rounds - or the antitank rounds which might perhaps penetrate a UFO hull). Comparing its effectiveness vs contemporary armour (HWPs), the X-Com RL is clearly inferior to a Milan or a Predator (not in service in 1999?).  So the&amp;quot;Charlie G&amp;quot; fits. A typical (excellent, versatile) squad-level close assault weapon of the time. Selected by US Army Rangers and Navy SEALs. For some reason X-Com quartermasters have requested the proximity safety fuses be removed - probably for classified tactical reasons they did not want the rockets to be failsafe during the first 15-70m of flight. &lt;br /&gt;
&lt;br /&gt;
Price for a similar (but perhaps &amp;quot;gold-plated&amp;quot;) US weapon, the MK153 SMAW, quoted at $13,000 in 2006. Advanced dual-action hyperbaric-penetrator rounds for the MK153 quoted at $4000-$5000 in 2006. Probably the Carl Gustav launcher and much more standard rounds were a lot cheaper in 1999 dollars. The Rocket Launcher price of $4,000 and the rocket costs of $750 - $1,200 are in the right ball park for the Charlie G. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:02, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Hovertanks ===&lt;br /&gt;
&lt;br /&gt;
Though naturally they are based around alien technology, particularly the cyberdisk, I can&#039;t help but notice some similarities between the hovertank and the [http://www.retronaut.co/2011/01/the-avrocar/ avrocar]. Flying disk weapons are hardly a new concept in scifi, but the similarities are pretty striking. They were tested in 1961 and considered unfit for use, but maybe that was just some early branch of the XCOM high command squirreling them away.&lt;br /&gt;
&lt;br /&gt;
[[User:Vivanter|Vivanter]] 11:46, 19 August 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s tempting to agree that the Stingray is the AIM-7 Sparrow and the Avalanche is the AIM-120 AMRAAM. Not only do the effective ranges, relative warhead power, and hit probabilities fit pretty well, but they begin with the same letters. I kind of suspect that we have read the developers&#039; minds here, that they flipped open a copy of Jane&#039;s and just changed the names. &lt;br /&gt;
&lt;br /&gt;
BUT, as sometimes happens, the developers were wrong! &lt;br /&gt;
&lt;br /&gt;
Considering we are taking on aircraft that easily out run and out turn state of the art combat aircraft, the standard operational ranges of these missiles are not relevant. For what is normally a tail chase, XCom aircraft would have to get well inside the maximum operational range of their missiles to have a good chance of a hit. &lt;br /&gt;
&lt;br /&gt;
So I think a better answer would be that the Avalanche is the ultra long range AIM-54 Phoenix, and the Stingray is the AIM-120. But honestly I suspect the developers just took the operating ranges at face value and didn&#039;t think about the problems of tail chasing super fast UFOs.&lt;br /&gt;
&lt;br /&gt;
By the way, the cost of an AIM-120 in 1999 was about $386,000. For an AIM-7 it was $125,000. Actually very close to the &#039;&#039;ratio&#039;&#039; of Avalanche $9,000 :: $3,000 Stingray. Raising the price of these missiles to realistic levels would go a long way to making the Cannon more useful (since its ammo price would not change, see below)! It might even breathe some life into the Stingray. And encourage people not to always mount dual missile launchers.&lt;br /&gt;
&lt;br /&gt;
=== Cannon ===&lt;br /&gt;
&lt;br /&gt;
The Cannon would be a M61 20mm Vulcan cannon (used on most US fighters in 1999) or more likely a Mauser BK 27 (found on many European aircraft of the time and desired by the USAF), not the GAU-8 Avenger or GAU-12 Equaliser which are air to ground tankbusting weapons not found on air superiority aircraft. Also only a cannon on an air superiority aircraft and assisted by excellent targeting systems would have a range anywhere near 10km. 1km would be more typical. The Mauser is a closer fit as it is heavier than the M61 (27mm) and has about the right ammo capacity (180rds per cannon on a Tornado).&lt;br /&gt;
&lt;br /&gt;
Vulcan cannon ammunition is about $30 per round (2006 prices) in bulk. Call it $24 in 1996. I imagine 27mm rounds are more. But you typically have a 1000 rds of 20mm in an aircraft, not just 200. Using the optimistic assumption of pricing 20mm rounds, is actually very close to XCom prices. $1190 for 50 rds, versus the XCom price of $1240. Remarkably close!&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:32, 20 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
X-Com is a very heavily stylized game and I don&#039;t think that one ought to limit their imagination to what the weapons look like.  Quite frankly, some of their weapons concepts are ridiculous (however well they work stylistically). [[User:Max Power]]&lt;br /&gt;
:Agreed. My criteria for this article, Realistic Equivalents, in roughly ranked order, are:&lt;br /&gt;
#Functionality - does it match the capabilities? If there are minor differences, are these plausible as customisations?&lt;br /&gt;
#Chronology - Did it exist in 1999, preferably in production, but even as a possible secret prototype ?&lt;br /&gt;
#Deployment - Was it in use in 1999 by regular military forces or special forces, particularly of Funding Nations?&lt;br /&gt;
#Appearance - Does it resemble the in-game graphics?&lt;br /&gt;
[[User:Spike|Spike]] 04:41, 14 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elerium ==&lt;br /&gt;
&lt;br /&gt;
One step closer: http://www.bbc.co.uk/news/science-environment-23849334&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The element is highly radioactive and exists for less than a second before decaying into lighter atoms.&lt;br /&gt;
&lt;br /&gt;
First proposed by Russian scientists in 2004, the super-heavy element has yet to be verified by the governing body of chemistry and physics.&amp;quot;&#039;&#039; [[User:Off the Rails|Off the Rails]] 11:15, 31 August 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=48456</id>
		<title>Friends in Low Places (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Friends_in_Low_Places_(EU2012)&amp;diff=48456"/>
		<updated>2013-08-28T18:50:57Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Description */ sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
Friends in Low Places is a Council [[Missions_(EU2012)#Escort|escort]] [[Missions_(EU2012)|mission]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objectives:&#039;&#039;&#039;&lt;br /&gt;
*Escort the target to the extraction point.&lt;br /&gt;
**Protect the target at all costs.&lt;br /&gt;
* Eliminate any remaining hostiles.&lt;br /&gt;
&lt;br /&gt;
== Start ==&lt;br /&gt;
[[File:FILP_Brief.png|center|1280px]]&lt;br /&gt;
== Tactics ==&lt;br /&gt;
Enemy force is only partially present on the map at the start of the mission. As [[Shaojie_Zhang_(EU2012)|Zhang]] advances across the map additional enemies (the [[Alien_Life_Forms_(EU2012)|alien]] forces in encountered in this mission consist primarily of [[Sectoid_(EU2012)|Sectoids]] and [[Thin_Man_(EU2012)|Thin Men]] plus a solitary [[Chryssalid_(EU2012)|Chryssalid]] or a [[Muton (EU2012)|Muton]] on Impossible difficulty) will drop into the map, typically on elevated positions in sight of Zhang. The newly spawned enemies typically use [[Overwatch_(EU2012)|Overwatch]] as their first action. Their entrance counts as movement, and [[XCOM_(EU2012)|XCOM]] [[Soldiers_(EU2012)|soldiers]] on Overwatch will react with fire often eliminating the enemy before they can become a real problem.&amp;lt;br&amp;gt;&lt;br /&gt;
Zhang has 4 health and Head Down ability. He should be shielded from enemy fire and avoid burning vehicles at all costs.&lt;br /&gt;
&lt;br /&gt;
== End ==&lt;br /&gt;
[[File:FILP_end.png|center|1280px]]&lt;br /&gt;
Additionally, completing the mission rewards the player with the &amp;quot;New Friend&amp;quot; [[Achievements_(EU2012)|Achievement]] and Zhang will join XCOM as a [[Heavy_(EU2012)|Heavy]] [[Classes_(EU2012)|Class]] Lieutenant. As a Lieutenant, Zhang will likely outrank other soldiers at this point, meaning he will have a superior number of abilities and will unlock additional upgrades at the [[OTS_(EU2012)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]&lt;br /&gt;
* [[Low Friends (EU2012)|Low Friends (Map)]]&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wiki_Tips_(EU2012)&amp;diff=48389</id>
		<title>Wiki Tips (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wiki_Tips_(EU2012)&amp;diff=48389"/>
		<updated>2013-08-27T17:25:19Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this info can be found on the wiki&#039;s [[Help:Contents]] section. Here&#039;s a few tips for starters. If you have any more questions or suggestions for the wiki please use the [[Talk:Tips_(2012)|Discussion]] page.&lt;br /&gt;
&lt;br /&gt;
* The wiki norm for the game spelling is either XCOM or X-COM. Please don&#039;t use X-Com, xcom, XCom or any other variations.&lt;br /&gt;
* For consistency try to refer to the game&#039;s currency using the game&#039;s terms: &#039;credits&#039; or by the symbol &#039;§.&#039; &lt;br /&gt;
* To use a Neutral Point of View when writing, without personal preferences and taking into consideration alternative viewpoints. That being said, have fun and be creative and open to discussion at the same time using the page&#039;s Discussion tab.  &lt;br /&gt;
* If you create a page like &amp;lt;nowiki&amp;gt;[[Berserker]]&amp;lt;/nowiki&amp;gt; with Enemy Unknown 2012 content, please add the following game suffix (EU2012) to its name: &amp;lt;nowiki&amp;gt;[[Berserker (EU2012)]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* You should also add &amp;lt;nowiki&amp;gt;[[Category: Enemy Unknown (2012)]]&amp;lt;/nowiki&amp;gt; at the bottom of the page to help categorize all pages. Both steps make it easier to categorize and organize the section and the whole wiki. &lt;br /&gt;
* If you want to add any internal or external links simply add: &amp;lt;nowiki&amp;gt;[[Berserker (EU2012)|Berserker]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* To add your signature and timestamp, simply write &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* If you use original text from the game please mark it clearly using &amp;lt;nowiki&amp;gt;&#039;&#039;italics&#039;&#039; or &#039;&#039;&#039;bold&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt; by using this code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Ref Open | title = &amp;lt;TITLE HERE&amp;gt; }} &amp;lt;TEXT HERE&amp;gt;&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
{{Ref Open | title = Chryssalid}}&lt;br /&gt;
[[File:Chryssalid.png|right|400px|Chryssalid]]&lt;br /&gt;
Chryssalids etc etc etc etc etc.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}} &lt;br /&gt;
&lt;br /&gt;
==COPYRIGHT REMINDER==&lt;br /&gt;
Please &#039;&#039;&#039;do not include&#039;&#039;&#039; on the UFOPaedia&#039;s pages any copyrighted material from sources other than the game, being it text and/or images from published sources such as Bradygames recent &#039;&#039;XCOM: Enemy Unknown Official Strategy Guide&#039;&#039;. It is perfectly clear to use ideas and/or quotes from the guide (with the source properly identified) on pages, but it&#039;s a copyright breach if you simply copy/paste the guide&#039;s text. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=46602</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=46602"/>
		<updated>2013-07-02T08:37:29Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Soldiers */ hidden potential&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
* Suggestion: Allow the player to switch to Engineering and back again, without having to go through Mission Control. Manufacturing one extra item for a mission shouldn&#039;t take so many clicks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
**The Second Wave option &amp;quot;Hidden Potential&amp;quot; does this&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
* Allow me to recruit soldiers by class once I get New Guy. Better yet, let me decide the classes of my rookies once they level up.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
====Replayability====&lt;br /&gt;
More alien base assaults.&lt;br /&gt;
More alien UFO types.&lt;br /&gt;
Interrogating aliens gives UFOpedia entries on each different UFO type - Like the original game.&lt;br /&gt;
All aliens can be captured for interrogation one way or another - Like the original game (whether you get anything useful out of it is another matter...).&lt;br /&gt;
Different textures for each map, so even if the same map is used in different games, the skins make it appear different. This would go a long way to customising each map to the country that it&#039;s in, instead of always the same.&lt;br /&gt;
Having multiple endings.&lt;br /&gt;
Being able to reduce panic in countries that have pulled out of the XCOM project.&lt;br /&gt;
Selling items made by engineers.&lt;br /&gt;
More things to research (i.e. better accuracy, faster engines, turret for firestorm).&lt;br /&gt;
Having more than one Firestorm (sending out multiple squads on abduction missions).&lt;br /&gt;
Having your base assaulted by aliens.&lt;br /&gt;
More options of things to do with live captured aliens (mind control them for more info, or brainwash/re-educate for use in your barracks).&lt;br /&gt;
Sponsoring XCOM partnerships in other countries (freeing you up to handle other things).  Send them soldiers/armor/$$$ to get them started.&lt;br /&gt;
Have multiple bases.&lt;br /&gt;
Cyrogenically freezing dead soldiers (for possible revival later).&lt;br /&gt;
Expansion Pack - Assaulting enemy homeworld&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=46598</id>
		<title>Ghost Armor (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ghost_Armor_(EU2012)&amp;diff=46598"/>
		<updated>2013-07-01T03:21:47Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Notes */ Civvies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:ghost_deco_1.jpg|thumb|right]]&lt;br /&gt;
==Description==&lt;br /&gt;
*&#039;&#039;&#039;Research Notes:&#039;&#039;&#039;&lt;br /&gt;
An advanced prototype based on our earlier Skeleton armor design, this variant makes use of our latest developments in the field of optical camouflage. By studying the unusual phasing behavior exhibited by the Hyperwave beacon, we&#039;ve come to understand how this device is capable of existing outside of our visible plane. With this &amp;quot;phasing&amp;quot; behavior in mind, we&#039;ve implemented several experimental metamaterials into the weave and structe of this suit&#039;s outermost layers. As a result, the &amp;quot;Ghost&amp;quot; armor provides near-invisibility to the wearer, allowing for enhanced evasion and infiltration capabilities in the field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering Notes:&#039;&#039;&#039;&lt;br /&gt;
By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Titan Armor&amp;lt;br&amp;gt; New Fighter Craft&amp;lt;br&amp;gt; Hyperwave Communication&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | §250 &amp;lt;br&amp;gt;Alloy:40&amp;lt;br&amp;gt;Elerium:50&amp;lt;br&amp;gt;Min. Engineers:40&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities: || align=&amp;quot;center&amp;quot; | Grapple&amp;lt;br&amp;gt;Stealth&amp;lt;br&amp;gt;Defense: +20&amp;lt;br&amp;gt;Movement: +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health: || align=&amp;quot;center&amp;quot; | +6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Equipped: || align=&amp;quot;center&amp;quot; | Body&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Unit can become invisible up to four times per mission.&lt;br /&gt;
*Activating the stealth does not cost any actions nor end the turn.  It&#039;s possible to use stealth multiple times in one turn, if you have the ability to act after attacking.&lt;br /&gt;
*Invisibility lasts for 1 turn or until the unit fires.  This could be on your turn or on the alien turn after firing from [[Overwatch (EU2012)|overwatch]] or due to Close Combat Specialist.  If your soldier decloaks during the alien turn he may be attacked by any aliens that haven&#039;t yet used their actions.&lt;br /&gt;
*When your turn starts your invisibility automatically ends, alerting enemies to your presence.  This won&#039;t trigger Overwatch attacks, but you cannot continuously stay invisible for multiple turns even if you immediately activate Ghost again on the next turn.&lt;br /&gt;
*Occasionally, Ghost Mode can fail, and aliens will be alerted to that soldier&#039;s presence after moving: Ghost Mode will immediatley deactivate on the rare chance that this happens.&lt;br /&gt;
*Enemies behave as if you don&#039;t exist while you are invisible.  You won&#039;t trigger alien &#039;wake-up&#039; actions when moving into their line of sight, and they won&#039;t try to attack you.  (You may still end up hurt from explosions, etc.)&lt;br /&gt;
**Civilians, however, can see you perfectly. You&#039;ll be able to trigger them in terror sites and Council missions.&lt;br /&gt;
*Attacking from stealth adds +100% critical chance. Against some enemies, this still may not guarantee a critical hit.&lt;br /&gt;
*Despite not taking an action, activating Ghost Mode counts as manipulating an item, and thus cannot be used if you have already triggered an ability prohibiting item use, such as Run and Gun.&lt;br /&gt;
*If a soldier is suppressed then activating Ghost Mode will make the suppression stop.&lt;br /&gt;
*Wearing [[Chitin Plating (EU2012)|Chitin Plating]] with Ghost armor will make it strong as [[Titan Armor (EU2012)|Titan armor]] (+10 Health) plus the benefits of the added +20 Defense and no critical damage from melee attacks.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Armor (EU2012)]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=46597</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=46597"/>
		<updated>2013-06-30T15:31:30Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Weapons and Equipment */ suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data: for example, the number of entries relating to the lost &amp;quot;Pyro&amp;quot; class, seen only in early concept art, suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the class was dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier: since the player, as the Commander, dictates nearly all but automated and Panic actions of a Soldier (and neither two Attitudes seem like they would be involved in Panic), how they would have worked in play is unknown for certian. The possible application may have been for a soldier to either stay in cover and attack as a Professional, or attempt to blitzkreig as a Brash soldier.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
:Another possibility is that there were a number of different voice packs that were never implemented - a way to give soldiers of the same sex, class and rank some differentiation. [[User:Off the Rails|Off the Rails]] 11:28, 30 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of reascources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Flash Bang Grenade. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
:Or possibly a means of triggering aliens on overwatch? [[User:Off the Rails|Off the Rails]] 11:31, 30 June 2013 (EDT)&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for Stun Rod (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Skirmish Mode==&lt;br /&gt;
Unknown if either a dropped mission type, a &amp;quot;Free Practice&amp;quot; Mode, or perhaps a prototype of the online Multiplayer mode, or something else entirely. Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Entertainment) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Weapon Fragment stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the origional game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, problably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_strPassiveTxt[ePerk_Vengeance]=&amp;quot;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&amp;quot;&lt;br /&gt;
**Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Cover Fire&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTxt[ePerk_Blitz]=&amp;quot;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&amp;quot;&lt;br /&gt;
**Possibly a Non-Sniper version of the &#039;&#039;&#039;In The Zone&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTxt[ePerk_ModernFoxhole]=&amp;quot;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&amp;quot;&lt;br /&gt;
**Description suggests a moveable cover device: problably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_TooCloseForComfort]=Too Close For Comfort&lt;br /&gt;
**m_strPassiveTxt[ePerk_TooCloseForComfort]=Aim penalty for close proximity is halved.&lt;br /&gt;
***Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_HeatWave]=&amp;quot;Heat Wave&amp;quot;&lt;br /&gt;
**m_strPassiveTxt[ePerk_HeatWave]=&amp;quot;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.&amp;quot;&lt;br /&gt;
***Obviously an ability for the dropped Pyro class&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_ReadyForAnything]=Ready For Anything&lt;br /&gt;
**m_strPassiveTxt[ePerk_ReadyForAnything]=&amp;quot;Allows Overwatch after shooting, even if no actions remain.&amp;quot;&lt;br /&gt;
**AbilityAvailableMessages[eAAvailable_ReadyForAnythingOverwatch]=&amp;quot;Ready for Anything! Overwatch after firing.&amp;quot;&lt;br /&gt;
***Description suggests something of the nature of the Assault&#039;s &#039;&#039;&#039;Close Combat&#039;&#039;&#039; ability&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotDamageCover]=&amp;quot;Damage Cover&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_ShotDamageCover]=&amp;quot;Damage and potentially destroy enemy cover or other environmental elements.&amp;quot;&lt;br /&gt;
**ShotDamageCoverTargetAbility=&amp;quot;Use &amp;lt;XGAbility:Name/&amp;gt; to damage and potentially destroy enemy cover or other environmental elements.&amp;quot;&lt;br /&gt;
***Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random).&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Torch]=&amp;quot;Torch&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_FlashBang]=&amp;quot;Flash Bang&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotPaintTarget]=&amp;quot;&amp;quot;&lt;br /&gt;
**Holo-Targeting for a non-Heavy class?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotPaintDefense]=&amp;quot;&amp;quot;&lt;br /&gt;
**A mass Supression command?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_MotionDetector]=&amp;quot;Motion Detector&amp;quot;&lt;br /&gt;
**Problably something aking to the Battle Scanner.&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_PsiBomb]=&amp;quot;Psi Bomb&amp;quot;&lt;br /&gt;
**May or may not have been related to the unused &amp;quot;Psi Grenade&amp;quot; item. Prototype of &#039;&#039;&#039;Mindfray&#039;&#039;&#039; or &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Mark]=&amp;quot;Mark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Command]=&amp;quot;Command&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_Command]=&amp;quot;Give a free move to any squadmate that has ended their turn.&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Command]=&amp;quot;Free Move!&amp;quot;&lt;br /&gt;
***Problably dropped for potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Aim]=&amp;quot;Aim&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_Aim]=&amp;quot;Increase Aim by &amp;lt;XGameCore:AimBonus/&amp;gt; for 2 turns.&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Aim]=&amp;quot;Aim&amp;quot;&lt;br /&gt;
***Holo-Targeting cousin/prototype?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_EquipWeapon]=&amp;quot;Equip&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_EquipWeapon]=&amp;quot;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Berserk]=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Berserk]=&amp;quot;Berserk!&amp;quot;&lt;br /&gt;
***Possibly an soldier version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
&lt;br /&gt;
* AbilityNames[eAbility_PsiBless]=&amp;quot;Psi Bless&amp;quot;&lt;br /&gt;
**Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilites to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been accuired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=46596</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=46596"/>
		<updated>2013-06-30T15:28:55Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Soldier Attitude */ suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data: for example, the number of entries relating to the lost &amp;quot;Pyro&amp;quot; class, seen only in early concept art, suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the class was dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier: since the player, as the Commander, dictates nearly all but automated and Panic actions of a Soldier (and neither two Attitudes seem like they would be involved in Panic), how they would have worked in play is unknown for certian. The possible application may have been for a soldier to either stay in cover and attack as a Professional, or attempt to blitzkreig as a Brash soldier.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
:Another possibility is that there were a number of different voice packs that were never implemented - a way to give soldiers of the same sex, class and rank some differentiation. [[User:Off the Rails|Off the Rails]] 11:28, 30 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of reascources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Flash Bang Grenade. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for Stun Rod (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Skirmish Mode==&lt;br /&gt;
Unknown if either a dropped mission type, a &amp;quot;Free Practice&amp;quot; Mode, or perhaps a prototype of the online Multiplayer mode, or something else entirely. Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Entertainment) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Weapon Fragment stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the origional game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, problably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_strPassiveTxt[ePerk_Vengeance]=&amp;quot;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&amp;quot;&lt;br /&gt;
**Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Cover Fire&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTxt[ePerk_Blitz]=&amp;quot;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&amp;quot;&lt;br /&gt;
**Possibly a Non-Sniper version of the &#039;&#039;&#039;In The Zone&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTxt[ePerk_ModernFoxhole]=&amp;quot;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&amp;quot;&lt;br /&gt;
**Description suggests a moveable cover device: problably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_TooCloseForComfort]=Too Close For Comfort&lt;br /&gt;
**m_strPassiveTxt[ePerk_TooCloseForComfort]=Aim penalty for close proximity is halved.&lt;br /&gt;
***Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_HeatWave]=&amp;quot;Heat Wave&amp;quot;&lt;br /&gt;
**m_strPassiveTxt[ePerk_HeatWave]=&amp;quot;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one turn to warm up.&amp;quot;&lt;br /&gt;
***Obviously an ability for the dropped Pyro class&lt;br /&gt;
&lt;br /&gt;
*m_strPassiveTitle[ePerk_ReadyForAnything]=Ready For Anything&lt;br /&gt;
**m_strPassiveTxt[ePerk_ReadyForAnything]=&amp;quot;Allows Overwatch after shooting, even if no actions remain.&amp;quot;&lt;br /&gt;
**AbilityAvailableMessages[eAAvailable_ReadyForAnythingOverwatch]=&amp;quot;Ready for Anything! Overwatch after firing.&amp;quot;&lt;br /&gt;
***Description suggests something of the nature of the Assault&#039;s &#039;&#039;&#039;Close Combat&#039;&#039;&#039; ability&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotDamageCover]=&amp;quot;Damage Cover&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_ShotDamageCover]=&amp;quot;Damage and potentially destroy enemy cover or other environmental elements.&amp;quot;&lt;br /&gt;
**ShotDamageCoverTargetAbility=&amp;quot;Use &amp;lt;XGAbility:Name/&amp;gt; to damage and potentially destroy enemy cover or other environmental elements.&amp;quot;&lt;br /&gt;
***Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random).&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Torch]=&amp;quot;Torch&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_FlashBang]=&amp;quot;Flash Bang&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotPaintTarget]=&amp;quot;&amp;quot;&lt;br /&gt;
**Holo-Targeting for a non-Heavy class?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_ShotPaintDefense]=&amp;quot;&amp;quot;&lt;br /&gt;
**A mass Supression command?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_MotionDetector]=&amp;quot;Motion Detector&amp;quot;&lt;br /&gt;
**Problably something aking to the Battle Scanner.&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_PsiBomb]=&amp;quot;Psi Bomb&amp;quot;&lt;br /&gt;
**May or may not have been related to the unused &amp;quot;Psi Grenade&amp;quot; item. Prototype of &#039;&#039;&#039;Mindfray&#039;&#039;&#039; or &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Mark]=&amp;quot;Mark&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Command]=&amp;quot;Command&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_Command]=&amp;quot;Give a free move to any squadmate that has ended their turn.&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Command]=&amp;quot;Free Move!&amp;quot;&lt;br /&gt;
***Problably dropped for potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Aim]=&amp;quot;Aim&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_Aim]=&amp;quot;Increase Aim by &amp;lt;XGameCore:AimBonus/&amp;gt; for 2 turns.&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Aim]=&amp;quot;Aim&amp;quot;&lt;br /&gt;
***Holo-Targeting cousin/prototype?&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_EquipWeapon]=&amp;quot;Equip&amp;quot;&lt;br /&gt;
**HelpMessages[eAbility_EquipWeapon]=&amp;quot;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*AbilityNames[eAbility_Berserk]=&amp;quot;Berserk&amp;quot;&lt;br /&gt;
**TargetMessages[eAbility_Berserk]=&amp;quot;Berserk!&amp;quot;&lt;br /&gt;
***Possibly an soldier version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
&lt;br /&gt;
* AbilityNames[eAbility_PsiBless]=&amp;quot;Psi Bless&amp;quot;&lt;br /&gt;
**Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilites to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been accuired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45502</id>
		<title>Open Questions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45502"/>
		<updated>2013-04-02T16:57:52Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: an answer!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of gameplay mechanics which hasn&#039;t yet been entirely analyzed or discovered and other interesting stuff. One can conceive of this page as a wishlist/TODO for X-COM analysis and for UFOpaedia X-COM 1 articles. It&#039;s possible that some of the questions below have already been answered here or in other forums, or that more questions are unanswered, so edit freely!&lt;br /&gt;
&lt;br /&gt;
*[[Talk:UFO Interception#Review of Air Combat Mechanics|Air Combat Mechanics]]: Control of range, attack modes. UFO damage &amp;amp; accuracy. Multiple attackers. Plus equivalent TFTD issues. &lt;br /&gt;
&lt;br /&gt;
*[[Accuracy_formula]]: How is the path for &#039;missed&#039; shots calculated? Does it vary per weapon type? What is the spread per distance?&lt;br /&gt;
&lt;br /&gt;
*[[Battlescape_Map_Generation]]: How X-COM equipment is placed in the case of base missions? Do map modules that contain craft have their usual nodes loaded or not?&lt;br /&gt;
&lt;br /&gt;
*Operation of the AI is not fully understood. See [[Alien movement patterns]], [[Alien Inventory Use]], [[Wish_List_(EU)#Alien_AI]], [[Wish_List_(TFTD)#Battlescape]] (non-use of melee weapons, use of grenades, etc).&lt;br /&gt;
&lt;br /&gt;
*[[Alien_Missions]]: How are Alien missions generated and how do the player&#039;s action influence the generator? Are all countries (except Russia) doomed to fall under alien influence, assuming indefinite gameplay where player downs all UFOs perfectly? We know that:&lt;br /&gt;
&lt;br /&gt;
:*The mission generator assigns a Research mission to the region of the player&#039;s first base at game start, with ETA of 2.5h (unlike the usual ETA for 0/0).&lt;br /&gt;
&lt;br /&gt;
:*The OSG says (per [[Difficulty Levels]] article) the Aliens are more likely to abandon or delay missions on lower difficulty.&lt;br /&gt;
&lt;br /&gt;
:*Scoring-wise, Alien missions are considered successful once the landed UFO takes off. Missions can succeed more than once.&lt;br /&gt;
&lt;br /&gt;
:*Alien Infiltration in its final stage can&#039;t be stopped, even if all the UFOs are shot down before landing.&lt;br /&gt;
&lt;br /&gt;
:*Alien Retaliation (once X-COM base is discovered) mission generation can only be stopped by letting the aliens land and defeating them. Otherwise the aliens will just send more battleships.&lt;br /&gt;
&lt;br /&gt;
:*Alien Terror missions can be stopped by blowing up (or scaring away) the Terror ship.&lt;br /&gt;
&lt;br /&gt;
:*Is there 100% certainty that Russia will never be subverted (has anyone seen it occuring to Russia?) Perhaps it depends on the game version?&lt;br /&gt;
&lt;br /&gt;
*What are the &amp;quot;internal balancing mechanisms&amp;quot; spoken about by Julian Gollop [http://www.next-gen.biz/features/making-x-com-enemy-unknown here]? Does this have anything to do with the mission generator?&lt;br /&gt;
&lt;br /&gt;
:*As your organisation becomes stronger (through research &amp;amp; score), more powerful aliens start to appear with larger weapons. Catch is, the stronger the aliens get, the stronger X-COM gets, so the &amp;quot;mechanisms&amp;quot; aren&#039;t all that effective once you&#039;ve got your more important research projects done.&lt;br /&gt;
&lt;br /&gt;
:*Quoting from [http://www.youtube.com/watch?v=LP7VjbuNEzg?t=30m45s]: &amp;quot;The way this worked was very simple. Basically, if you did very well in the previous three tactical missions and you absolutely trounced the aliens, the aliens would ramp up their own technology development and deployment more quickly.&amp;quot; A very similar mechanic existed in Apocalypse, where the appearance of new alien tech was triggered by X-Com&#039;s score crossing a particular threshold. [[User:Off the Rails|Off the Rails]] 12:57, 2 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Add something about the X-COM novelizations. I&#039;ve been informed that they were horrendous...&lt;br /&gt;
:*Many years ago (about 1998?), a copy of the Diane Duane novel was passed around amongst the alt.games.x-com regulars. My memory&#039;s rather sketchy but I recall a standard pulp sci-fi with some X-Com words thrown in. The scale of the novel was much larger - I believe there was a part where hundreds oT troops stormed out of an Avenger to assault an alien base. Apart from that, I don&#039;t remember much. [[User:Off the Rails|Off the Rails]] 18:08, 2 February 2011 (EST)&lt;br /&gt;
:*There is a Vladimir Vasiliev book in russian. It is named &amp;quot;UFO: Враг неизвестен&amp;quot; http://fantlab.ru/work10017&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45501</id>
		<title>Open Questions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Open_Questions&amp;diff=45501"/>
		<updated>2013-04-02T16:56:42Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: an answer!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a list of gameplay mechanics which hasn&#039;t yet been entirely analyzed or discovered and other interesting stuff. One can conceive of this page as a wishlist/TODO for X-COM analysis and for UFOpaedia X-COM 1 articles. It&#039;s possible that some of the questions below have already been answered here or in other forums, or that more questions are unanswered, so edit freely!&lt;br /&gt;
&lt;br /&gt;
*[[Talk:UFO Interception#Review of Air Combat Mechanics|Air Combat Mechanics]]: Control of range, attack modes. UFO damage &amp;amp; accuracy. Multiple attackers. Plus equivalent TFTD issues. &lt;br /&gt;
&lt;br /&gt;
*[[Accuracy_formula]]: How is the path for &#039;missed&#039; shots calculated? Does it vary per weapon type? What is the spread per distance?&lt;br /&gt;
&lt;br /&gt;
*[[Battlescape_Map_Generation]]: How X-COM equipment is placed in the case of base missions? Do map modules that contain craft have their usual nodes loaded or not?&lt;br /&gt;
&lt;br /&gt;
*Operation of the AI is not fully understood. See [[Alien movement patterns]], [[Alien Inventory Use]], [[Wish_List_(EU)#Alien_AI]], [[Wish_List_(TFTD)#Battlescape]] (non-use of melee weapons, use of grenades, etc).&lt;br /&gt;
&lt;br /&gt;
*[[Alien_Missions]]: How are Alien missions generated and how do the player&#039;s action influence the generator? Are all countries (except Russia) doomed to fall under alien influence, assuming indefinite gameplay where player downs all UFOs perfectly? We know that:&lt;br /&gt;
&lt;br /&gt;
:*The mission generator assigns a Research mission to the region of the player&#039;s first base at game start, with ETA of 2.5h (unlike the usual ETA for 0/0).&lt;br /&gt;
&lt;br /&gt;
:*The OSG says (per [[Difficulty Levels]] article) the Aliens are more likely to abandon or delay missions on lower difficulty.&lt;br /&gt;
&lt;br /&gt;
:*Scoring-wise, Alien missions are considered successful once the landed UFO takes off. Missions can succeed more than once.&lt;br /&gt;
&lt;br /&gt;
:*Alien Infiltration in its final stage can&#039;t be stopped, even if all the UFOs are shot down before landing.&lt;br /&gt;
&lt;br /&gt;
:*Alien Retaliation (once X-COM base is discovered) mission generation can only be stopped by letting the aliens land and defeating them. Otherwise the aliens will just send more battleships.&lt;br /&gt;
&lt;br /&gt;
:*Alien Terror missions can be stopped by blowing up (or scaring away) the Terror ship.&lt;br /&gt;
&lt;br /&gt;
:*Is there 100% certainty that Russia will never be subverted (has anyone seen it occuring to Russia?) Perhaps it depends on the game version?&lt;br /&gt;
&lt;br /&gt;
*What are the &amp;quot;internal balancing mechanisms&amp;quot; spoken about by Julian Gollop [http://www.next-gen.biz/features/making-x-com-enemy-unknown here]? Does this have anything to do with the mission generator?&lt;br /&gt;
&lt;br /&gt;
:*As your organisation becomes stronger (through research &amp;amp; score), more powerful aliens start to appear with larger weapons. Catch is, the stronger the aliens get, the stronger X-COM gets, so the &amp;quot;mechanisms&amp;quot; aren&#039;t all that effective once you&#039;ve got your more important research projects done.&lt;br /&gt;
&lt;br /&gt;
:*Quoting from [http://www.youtube.com/watch?v=LP7VjbuNEzg?t=30m45s]: &amp;quot;The way this worked was very simple. Basically, if you did very well in the previous three tactical missions and you absolutely trounced the aliens, the aliens would ramp up their own technology development and deployment more quickly.&amp;quot; A very similar mechanic existed in Apocalypse, where the appearance of new alien tech was triggered by X-Com&#039;s score crossing a particular threshold.&lt;br /&gt;
&lt;br /&gt;
*Add something about the X-COM novelizations. I&#039;ve been informed that they were horrendous...&lt;br /&gt;
:*Many years ago (about 1998?), a copy of the Diane Duane novel was passed around amongst the alt.games.x-com regulars. My memory&#039;s rather sketchy but I recall a standard pulp sci-fi with some X-Com words thrown in. The scale of the novel was much larger - I believe there was a part where hundreds oT troops stormed out of an Avenger to assault an alien base. Apart from that, I don&#039;t remember much. [[User:Off the Rails|Off the Rails]] 18:08, 2 February 2011 (EST)&lt;br /&gt;
:*There is a Vladimir Vasiliev book in russian. It is named &amp;quot;UFO: Враг неизвестен&amp;quot; http://fantlab.ru/work10017&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Civilian_(EU2012)&amp;diff=44615</id>
		<title>Civilian (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Civilian_(EU2012)&amp;diff=44615"/>
		<updated>2013-02-07T08:34:07Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Civilians&#039;&#039;&#039; are non-combat units that show up on [[Missions_(EU2012)#Alien_Terror_Attack|Terror Site]] missions. As in the original games, the goal of the mission is to save as many civilians as possible. &lt;br /&gt;
&lt;br /&gt;
Civilians will cower behind cover, although they derive no benefit from it. They will sometimes run away from aliens on their turn. Your units can &amp;quot;rescue&amp;quot; civilians by moving a soldier (not a [[SHIV_(EU2012)|SHIV]]) adjacent to them. The civilian will immediately be removed from the battlefield and considered &amp;quot;saved&amp;quot;. It is not necessary to do this in order to win the mission, as any civilians who survive will count. However, a rescued civilian is one less potential [[Chryssalid_(EU2012)|Chryssalid]], greater freedom to use explosives and fewer pieces of cover tied up by useless targets.&lt;br /&gt;
&lt;br /&gt;
Civilians do not exist on any other map type - [[Missions_(EU2012)#Alien_Abductions|Abduction]] missions begin with all civilians already wrapped up in green stuff, ready for experimentation, while the extra units on [[Missions_(EU2012)#Extraction|Extraction]] and [[Missions_(EU2012)#Escort|Escort]] Council missions are a distinct unit type.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Civilian_(EU2012)&amp;diff=44614</id>
		<title>Civilian (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Civilian_(EU2012)&amp;diff=44614"/>
		<updated>2013-02-07T08:33:43Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Civilians&#039;&#039; are non-combat units that show up on [[Missions_(EU2012)#Alien_Terror_Attack|Terror Site]] missions. As in the original games, the goal of the mission is to save as many civilians as possible. &lt;br /&gt;
&lt;br /&gt;
Civilians will cower behind cover, although they derive no benefit from it. They will sometimes run away from aliens on their turn. Your units can &amp;quot;rescue&amp;quot; civilians by moving a soldier (not a [[SHIV_(EU2012)|SHIV]]) adjacent to them. The civilian will immediately be removed from the battlefield and considered &amp;quot;saved&amp;quot;. It is not necessary to do this in order to win the mission, as any civilians who survive will count. However, a rescued civilian is one less potential [[Chryssalid_(EU2012)|Chryssalid]], greater freedom to use explosives and fewer pieces of cover tied up by useless targets.&lt;br /&gt;
&lt;br /&gt;
Civilians do not exist on any other map type - [[Missions_(EU2012)#Alien_Abductions|Abduction]] missions begin with all civilians already wrapped up in green stuff, ready for experimentation, while the extra units on [[Missions_(EU2012)#Extraction|Extraction]] and [[Missions_(EU2012)#Escort|Escort]] Council missions are a distinct unit type.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=44495</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=44495"/>
		<updated>2013-02-01T00:27:00Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Abductors */ signed previous comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Two interceptors with Avalanche seem to work for me in my current game (Normal). I have no idea if difficulty level has any effect on interceptions. [[User:Off the Rails|Off the Rails]] 19:27, 31 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
:::This happens on Impossible for me all right. Had 3 packs of pods, 3 heavy floater and 1 muton. Did it happen for you on Classic or lower?[[User:Istrebitel|Istrebitel]] 03:23, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::On Normal --[[User:Ditto51|Ditto51]] 18:35, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
* Large Scount landed with 5 packs&lt;br /&gt;
* Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;br /&gt;
&lt;br /&gt;
Since Hyperweave Relay only shows crew of the ship after its crashed, and my observations, I think there is actually no algorithm that &amp;quot;kills&amp;quot; groups of aliens depending on what weapon is used. Its just two separate missions with separate difficulty tables (crash landed or landed on its own).&lt;br /&gt;
&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What does it take to shoot down an Overseer ==&lt;br /&gt;
&lt;br /&gt;
I once wrote that a Firestorm was required for the overseer and it was removed. Is it actually possible to do it with interceptors? I was under the impression that the 5 second intercept window was designed to make it basically impossible to do enough damage with just interceptors, even by blowing consumables. [[User:Binkyuk|Binkyuk]] 11:12, 26 November 2012 (EST)&lt;br /&gt;
:I removed it because I&#039;ve used a Raven with Plasma Cannon and the Attack/Defense/Boost aids. If it fails send a 2nd Raven or you can just skip it - by the time it will appear later you&#039;ll have the Firestorm for certain. I&#039;ve shot more than one using this method on CI - it&#039;s not 100% but it works. [[User:Hobbes|Hobbes]] 15:02, 26 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=44494</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=44494"/>
		<updated>2013-02-01T00:26:40Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Abductors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Two interceptors with Avalanche seem to work for me in my current game (Normal). I have no idea if difficulty level has any effect on interceptions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== large scout crew ==&lt;br /&gt;
&lt;br /&gt;
On one of my last missions I had 2 sets of mutons with a berserker and two ordinary mutons. And then a third set appeared of a normal berserker and muton. There were also a squad of two thin men making 4 sets of men whereas the limit on the page states that there are 2-3. I lost before making it to the navigation room, but I do not think any of them were a leader class group --[[User:Ditto51|Ditto51]] 16:07, 29 October 2012 (EDT)&lt;br /&gt;
:I&#039;ve seen the same. I was expecting to find an Ethereal since I had recently shot the Overseer UFO and captured the Psi Link but instead only Mutons. [[User:Hobbes|Hobbes]] 16:15, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was this a landed UFO, or a crash site?  A crash site mission seems to randomly remove various aliens from the ship, depending on weapon used.  This does seem to include command staff.  And unlike the earlier version, where they were killed by Power Source explosions, in the new game it just removes them from the spawn table entirely...  [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:30, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::*2 muton elites(1 group)&lt;br /&gt;
:::*6 heavy floaters(2 groups)&lt;br /&gt;
:::*1 cyberdisc&lt;br /&gt;
:::*2 drones(1group with cyberdisc)&lt;br /&gt;
:::*1 outsider (Command)&lt;br /&gt;
:::landed UFO on normal difficulty, with 1 command alien and 4 squads of aliens --[[User:Ditto51|Ditto51]] 18:23, 29 October 2012 (EDT)&lt;br /&gt;
:::As far as I remember I&#039;ve always seen the command staff on crashes, that&#039;s why this particular mission was strange. [[User:Hobbes|Hobbes]] 21:31, 29 October 2012 (EDT)&lt;br /&gt;
::An Outsider is classified as a Command-level alien.  After the Alien Base raid, they&#039;ll be replaced by Sectoid Commanders and Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:32, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I just finished a supply ship and there appeared to be an 2 extra group of aliens&lt;br /&gt;
::*1 muton and berserker x3&lt;br /&gt;
::*2 mutons&lt;br /&gt;
::*2 heavy floater&lt;br /&gt;
::*and 2 sctopods&lt;br /&gt;
::* plus the two outsiders I had expected as the command units --[[User:Ditto51|Ditto51]] 08:43, 30 October 2012 (EDT)&lt;br /&gt;
:::This happens on Impossible for me all right. Had 3 packs of pods, 3 heavy floater and 1 muton. Did it happen for you on Classic or lower?[[User:Istrebitel|Istrebitel]] 03:23, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::On Normal --[[User:Ditto51|Ditto51]] 18:35, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new info ==&lt;br /&gt;
&lt;br /&gt;
I added new info on crew sizes, editing old data. In case anyone wonders as to my sources:&lt;br /&gt;
&lt;br /&gt;
I mostly played classic, and i always got ufo come in kinda same order&lt;br /&gt;
&lt;br /&gt;
* Small Crash 2&lt;br /&gt;
* Small Land 3&lt;br /&gt;
* Large Crash 2&lt;br /&gt;
* Abductor Crash 2&lt;br /&gt;
* Large Crash 3&lt;br /&gt;
* Large Land 4&lt;br /&gt;
* Abductor Land 4&lt;br /&gt;
* Supply Crash 4&lt;br /&gt;
* Abuctor Land 5&lt;br /&gt;
* Supply Land 5&lt;br /&gt;
&lt;br /&gt;
I never got over 5 packs of aliens on Classic. Also I never got any real deviation, except Large Scout crash getting upped from easy to moderate difficulty (2 -&amp;gt; 3).&lt;br /&gt;
&lt;br /&gt;
When I started playing Impossible (right now I play Impossible from month 3 onwards, before I play Classic) I started getting several new &amp;quot;upgrades&amp;quot; in difficulty:&lt;br /&gt;
&lt;br /&gt;
* Large Scount landed with 5 packs&lt;br /&gt;
* Supply Barge landed with 7 packs&lt;br /&gt;
&lt;br /&gt;
Didnt notice any other UFO&#039;s except battleship going over 5 packs of aliens (like, landed Abductor).&lt;br /&gt;
&lt;br /&gt;
Since Hyperweave Relay only shows crew of the ship after its crashed, and my observations, I think there is actually no algorithm that &amp;quot;kills&amp;quot; groups of aliens depending on what weapon is used. Its just two separate missions with separate difficulty tables (crash landed or landed on its own).&lt;br /&gt;
&lt;br /&gt;
[[User:Istrebitel|Istrebitel]] 03:18, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What does it take to shoot down an Overseer ==&lt;br /&gt;
&lt;br /&gt;
I once wrote that a Firestorm was required for the overseer and it was removed. Is it actually possible to do it with interceptors? I was under the impression that the 5 second intercept window was designed to make it basically impossible to do enough damage with just interceptors, even by blowing consumables. [[User:Binkyuk|Binkyuk]] 11:12, 26 November 2012 (EST)&lt;br /&gt;
:I removed it because I&#039;ve used a Raven with Plasma Cannon and the Attack/Defense/Boost aids. If it fails send a 2nd Raven or you can just skip it - by the time it will appear later you&#039;ll have the Firestorm for certain. I&#039;ve shot more than one using this method on CI - it&#039;s not 100% but it works. [[User:Hobbes|Hobbes]] 15:02, 26 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=44481</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=44481"/>
		<updated>2013-01-31T17:17:51Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Voluntary Retirement */ &amp;#039;nother suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
These are [[Second Wave (EU2012)|Second Wave]] settings designed to enhance specific aspects of gameplay:&lt;br /&gt;
* Tactical - &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039;, &#039;&#039;&#039;Red Fog&#039;&#039;&#039;, &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; and &#039;&#039;&#039;Total Loss&#039;&#039;&#039;. Essentially damage will vary more, your soldier&#039;s stats are affected by wounds, flanking will always cause critical hits and losing units will also eliminate their equipment and weapons.&lt;br /&gt;
* Strategic - &#039;&#039;&#039;New Economy&#039;&#039;&#039;, &#039;&#039;&#039;Marathon&#039;&#039;&#039;, &#039;&#039;&#039;Results Driven&#039;&#039;&#039;, &#039;&#039;&#039;High Stakes&#039;&#039;&#039; and &#039;&#039;&#039;War Wariness&#039;&#039;&#039;. This will randomize funding, make the war longer, panic affect funding, randomized rewards from Abductions and gradual reduction of income each month. &lt;br /&gt;
* HQ - &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039;, &#039;&#039;&#039;E-115&#039;&#039;&#039; and &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039;. This will increase the cost of each additional satellites, cause Elerium loss over time and double the power requirements for the base facilities. &lt;br /&gt;
* Soldiers - &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;, &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; and &#039;&#039;&#039;More Than Human&#039;&#039;&#039;. These will vary the starting stats of your solders and gained through promoions. It also make capturing a Psionic alien a requirement for developing the technology and the Psi gift will be much harder to discover in your soldiers. &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists or build any Labs. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons/armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game (Heavies and several abilities become useless).&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
* Or you could limit your soldiers to a single &amp;quot;tour of duty&amp;quot; comprising a set number of deployments. 10 is a challenge; 20 is close to a normal game.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
*Near the start of the game select ten soldiers to be your Very Important People. (or V.I.P.s for short) &lt;br /&gt;
*Change their armour or names to indicate that they are V.I.P.s. &lt;br /&gt;
*You must bring at least one V.I.P. along to every mission. &lt;br /&gt;
*If a V.I.P. is killed you may not replace him. &lt;br /&gt;
*If all of your V.I.P.s are dead, you must completely abandon the current campaign. &lt;br /&gt;
*In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission.&lt;br /&gt;
*You may also pull a V.I.P. out of a mission if things get hairy.&lt;br /&gt;
&lt;br /&gt;
===The Few===&lt;br /&gt;
:&#039;&#039;Never was so much owed by so many to so few.&#039;&#039;&lt;br /&gt;
Complete your game without hiring any additional soldiers.&lt;br /&gt;
&lt;br /&gt;
==High Five==&lt;br /&gt;
* Win the game while only performing 5 missions:&lt;br /&gt;
** 1st Mission/Tutorial&lt;br /&gt;
** Capture Live Alien and an Outsider&lt;br /&gt;
** Alien Base Assault&lt;br /&gt;
** Overseer UFO&lt;br /&gt;
** Final Mission&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=44432</id>
		<title>User:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=44432"/>
		<updated>2013-01-30T16:55:31Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Voice Control in EU 2012 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Voice Control in EU 2012 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure where this idea came from, but after playing XEU for a few hours I was keen to engage my soldiers in conversation. If I&#039;m sending them to their deaths, it&#039;s only right that I should treat them like the people they aren&#039;t, right? &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what I&#039;ve got:&lt;br /&gt;
&lt;br /&gt;
*A decent headset mic, the [http://www.amazon.co.uk/Sennheiser-PC-26-Call-Control/dp/B006ICUTFU/ref=sr_1_2?ie=UTF8&amp;amp;qid=1350583944&amp;amp;sr=8-2 Sennheiser PC26]. My webcam&#039;s mic is too prone to picking up noise from the speakers and neighbours and I&#039;m too lazy to set up a PTT key.&lt;br /&gt;
&lt;br /&gt;
*Windows Speech Recognition - included with Vista, 7 and 8. Make sure you&#039;ve set it up properly, and train it to understand your voice.&lt;br /&gt;
&lt;br /&gt;
*[http://www.microsoft.com/en-gb/download/details.aspx?id=13045 WSRMacros] - Extra tool for configuring additional commands.&lt;br /&gt;
&lt;br /&gt;
*XCOM Enemy Unknown keyboard shortcuts. By default, R is reload, 1 is fire, Y is Overwatch, V is open door/defuse bomb and so on.&lt;br /&gt;
&lt;br /&gt;
When WSRMacros is running it has an icon in the system tray. Double-click that icon (it&#039;s a blue speech bubble with gears in it) to define a new macro. You need this macro to &#039;&#039;Send Keystrokes&#039;&#039;, so click on that. The next window &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the list of what I say, and what keys the macro &amp;quot;presses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fire&amp;quot; - 1&lt;br /&gt;
*&amp;quot;Headshot&amp;quot; - 2&lt;br /&gt;
*&amp;quot;Suppression&amp;quot; - also 2&lt;br /&gt;
*&amp;quot;Run and Gun&amp;quot; - 2 again&lt;br /&gt;
*&amp;quot;Fire a rocket&amp;quot; - the ubiquitous 2&lt;br /&gt;
*&amp;quot;Fire at Will&amp;quot; - Y (Overwatch)&lt;br /&gt;
*&amp;quot;Reload&amp;quot; - R&lt;br /&gt;
*&amp;quot;Cancel&amp;quot; - Escape (enter {esc} in the &amp;quot;keys to press&amp;quot; box)&lt;br /&gt;
*&amp;quot;Wait&amp;quot; - Tab (selects next soldier)&lt;br /&gt;
*&amp;quot;Next target&amp;quot; - Tab (selects next target)&lt;br /&gt;
*&amp;quot;Where are you&amp;quot; - Home (enter {HOME}) (centers the camera on this unit)&lt;br /&gt;
*&amp;quot;Open the door&amp;quot; - V&lt;br /&gt;
*&amp;quot;Get into cover&amp;quot; - B (hunker down)&lt;br /&gt;
*&amp;quot;Swap Weapons&amp;quot; - X&lt;br /&gt;
*&amp;quot;Go back&amp;quot; - shift (selects previous soldier or target)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t say &amp;quot;overwatch&amp;quot; or &amp;quot;hunker down&amp;quot; because for some reason I felt like a dork saying that on my own in an empty room. I don&#039;t know what &amp;quot;hunker&amp;quot; is supposed to mean, anyway.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have medikits, grenades, psi attacks and so on in the list because I&#039;m never sure where they&#039;re going to appear. You can get to them through voice control by saying &amp;quot;Press 4&amp;quot;, &amp;quot;Press 8&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Note that a couple of these commands require the cursor to be positioned over your soldier to work - opening the door is one of them - as though you were going to click on the soldier.&lt;br /&gt;
&lt;br /&gt;
Give this a try. It&#039;s awesome.&lt;br /&gt;
&lt;br /&gt;
== Slightly mad idea #1 ==&lt;br /&gt;
&lt;br /&gt;
In UFO&#039;s MAPS directory are a few files that never crop up in the game. What could they be? The files are &lt;br /&gt;
&lt;br /&gt;
I reckon it&#039;s possible to get some idea of what these files look like. I reason thusly:&lt;br /&gt;
&lt;br /&gt;
We know that X-Com constructs its [[MAPS|map files]] like this: First of all, the relevant [[MCD|MCD files]] are strung together, one after another. Each MCD file is a list of objects that appear on the map - all the walls, the doors, the different kinds of floor and the objects that litter the battlescape - trees and gas pumps and tables and the like.&lt;br /&gt;
&lt;br /&gt;
So the game constructs an MCD Array and then treats it like a Chinese menu - I&#039;ll have a 55, some 81s and a couple of 108s please, and have you got any of those crispy beef things?&lt;br /&gt;
&lt;br /&gt;
Every MCD Array created by the game starts with the contents of BLANKS.MCD - a simple pair of objects indicating empty space and burnt ground, respectively. Any map tile that appears to be empty in fact contains BLANKS000, and any time you demolish the floor with a blaster bomb, that charred brown patch left behind is in fact BLANKS001.&lt;br /&gt;
&lt;br /&gt;
When constructing the battlescape, the game &amp;quot;orders&amp;quot; items from its MCD Array &amp;quot;menu&amp;quot;. Starting from the northwestern tile on the top level, it places the ground, western wall, northern wall and &lt;br /&gt;
&lt;br /&gt;
The fantastic thing is, you don&#039;t actually need a menu to order Chinese food. You can just pick some random numbers and you&#039;re guaranteed to get SOMETHING. If we assume that these unused .MAP files are intended to work with an MCD Array that begins with BLANKS000, we can extend this assumption a bit - any byte that is 00 can be assumed to refer to BLANKS000, and any byte that is anything else up to FF means there is an object, wall or patch of ground in this tile.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created a spreadsheet that takes .MAP data exports from Hex Workshop and shows the arrangement of ground tiles, walls and objects within the map. Grab it [[Media:MAP3MAP4.xls|here]].&lt;br /&gt;
&lt;br /&gt;
Of course, only a complete tool would try to use Microsoft Excel as an art program, right?&lt;br /&gt;
&lt;br /&gt;
[[File:map3.png|400px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Er... right.&lt;br /&gt;
&lt;br /&gt;
The limitations are obvious - while we can tell that there is an object in a particular tile, we have no way of knowing &#039;&#039;which&#039;&#039; object to put there. So we can&#039;t actually play these maps yet. But at least we can get a rough idea of what they look like.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=40336</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=40336"/>
		<updated>2012-10-24T15:50:18Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Support */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will. &lt;br /&gt;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences. Later this unit can be upgraded heavier firepower or by increasing its Damage/Suppression abilities. &lt;br /&gt;
* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* Heavies are the class that will receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the heavy laser will do 2 damage, and the heavy plasma will dish out 3 damage.&lt;br /&gt;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not trigger alien &amp;quot;duck for cover&amp;quot; actions.&lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. &lt;br /&gt;
* Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total).&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipurpose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
* The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==Psionic==&lt;br /&gt;
A Psionic is a late game &#039;extra&#039; class that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&lt;br /&gt;
* An alien under the effects of &#039;&#039;&#039;Mind Control&#039;&#039;&#039; is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC&#039;d, his weapon does &#039;&#039;&#039;not&#039;&#039;&#039; explode, allowing you to capture it at the end of the mission.&lt;br /&gt;
* Psionics can only be used on an alien that can only be seen by the unit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39787</id>
		<title>Talk:UFOs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOs_(EU2012)&amp;diff=39787"/>
		<updated>2012-10-19T21:00:49Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Alien Complement */ question re alien numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Questioning whether it&#039;s worth while to copy the 1994 text here? Rather than just a placeholder? A placeholder would be better I think. [[User:Spike|Spike]] 08:34, 23 September 2012 (EDT)&lt;br /&gt;
:I just thought it was a quick and dirty way to start pages and later it can be edited. What is a placeholder? [[User:Hobbes|Hobbes]] 08:55, 23 September 2012 (EDT)&lt;br /&gt;
::Ah ok, fair enough. Quick and dirty it is! A placeholder would be a stub, something that says &amp;quot;insert text here&amp;quot;, that kind of thing. Maybe I will get off my backside and make one, instead of just complaining. ;) [[User:Spike|Spike]] 17:00, 23 September 2012 (EDT)&lt;br /&gt;
:::Ah, just didn&#039;t knew the term. Well seems OK to me when you have no idea of what text to put, but since the the new game will replicate most pages of the old one I&#039;d really like to start setting up &#039;skeleton&#039; pages, already following some basic wiki guidelines to ease up work later, and that&#039;s why I based this page on the old one - I don&#039;t really care about content right but rather to set the basic structure. [[User:Hobbes|Hobbes]] 17:22, 23 September 2012 (EDT)&lt;br /&gt;
:::: I hope you are ok with my effort. If not feel free to revert, edit, etc. And thanks for all the work you are putting in to the &#039;editorial control&#039; of the 2012 content. [[User:Spike|Spike]] 17:37, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Abductors ==&lt;br /&gt;
&lt;br /&gt;
The page currently says that you&#039;ll need an upgraded interceptor with laser or plasma to take these out. However, I can go one on one using a standard interceptor with Avalanche missiles and take it out, without any of the one-time boosts. I don&#039;t want to change it in the fear that it might just be a fluke. I&#039;m on normal when I do this, I can&#039;t remember how I did on classic.&lt;br /&gt;
&lt;br /&gt;
I managed to take one Abductor down with an unboosted standard interceptor as well; but that was one lucky shot, 0,1 seconds left and about 99% damage on my interceptor. So gotta be lucky to do so.&lt;br /&gt;
&lt;br /&gt;
:Similar thing happened with me and a Battleship. A standard interceptor with a plasma managed to take it out, although it was close and I had to burn some boosts to do so. [[User:COL Tatticky|COL Tatticky]] 03:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hyperwave Decoder listed the crew size as 14.  Curious to see what crew size is returned for the other UFOs. ~ [[User:Drakalu|Drakalu]] 20:05, 17 October 2012 (EDT)&lt;br /&gt;
: Next one was 12.  Will probably add this kind of information once I have a larger sample size.&lt;br /&gt;
&lt;br /&gt;
== Ship Classes ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think there&#039;s a &amp;quot;Medium Scout&amp;quot;, only a Small and a Large.  Small ones are one-room, and Large have about half a dozen rooms.  Also, between Abductors and Battleships &lt;br /&gt;
there&#039;s a &amp;quot;Supply Ship&amp;quot; class.  The Overseer and Temple Ship might deserve at least brief mention here as well (even though you never actually intercept the latter). [[User:COL Tatticky|COL Tatticky]] 03:51, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alien Complement ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve noticed that later in the game, UFO compliments appear to contain the same number of aliens but the type changes.  For example, a Small Scout was disabled (EMP cannon) and contained 3x Muton Elite, 2 Heavy Floaters, and 2 Sectoid commanders.  Possibly the UFOs contain a leader unit/group and either a number of miscellaneous groups or break them down into scout and soldier groups and then level them up depending on the appropriate technology/escalation level.  Now that I&#039;m disabling more UFOs I&#039;ll try to test this further. ~ [[User:Drakalu|Drakalu]] 11:25, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is the case. The number of alien groups and aliens-per-group stays pretty constant, even though the number of aliens varies. I have noticed that once Outsiders get replaced with Sectoid Commanders, you almost always get 2 Sectoid Commanders (even though you might have only gotten one Outsider previously). --[[User:Drakmon|Drakmon]] 12:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do the numbers stay the same regardless of difficulty level? [[User:Off the Rails|Off the Rails]] 17:00, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supply Ships ==&lt;br /&gt;
&lt;br /&gt;
The text says that supply ships only seem to come after the alien base mission is complete, however, on my last game I encountered it before I completed the alien base mission.-Krikit386&lt;br /&gt;
&lt;br /&gt;
:They can appear before that, but it&#039;s not terribly likely.  I&#039;ve only got two games done so far but it seems to get Supply ships to show up before the base, you need to be dragging your feet on the plot a bit. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:00, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, I did take my time with the alien base. I think it was a year, maybe about 7 months.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s realistic that at least on Normal, you can finish the game in less time than that.  So yeah, I expect that it&#039;s more a time-based thing than anything, and that most players so far have not seen them until after the alien base.  Remember, the game&#039;s only been out a week.  There&#039;s stuff we STILL don&#039;t know about the original, which would be old enough to vote if it was a person.  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:14, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated that section to clarify that it is time based, rather than mission trigger based. Also, I&#039;ve removed references to specific alien types. Rather, I&#039;m referencing just groups of &amp;quot;alien troops&amp;quot; and the number of &amp;quot;command aliens&amp;quot; on the bridge. [[User:Drakmon|Drakmon]] 16:20, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On normal i just had a mission with landed supply ship: i&#039;ve updated the numbers for possible salvage.&lt;br /&gt;
I had 18 aliens: 1 Ethereal with 1 Muton Elite - the command squad, 3 chryssalids, 1 sectopod with 2 drones, 1 cyberdisk with a drone, 2 mutons, a muton and a berserk, 2 Mutons Elite. I think it&#039;s possible to have more than 6 troop choices or Muton Elites counts as command squad.&lt;br /&gt;
[[User:Beltorn|Beltorn]] 14:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated format ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added sections for crew complement as well as likely salvage. Please populate.&lt;br /&gt;
&lt;br /&gt;
Also, if we have any details from the strategy layer on how long you have to engage the UFO when intercepting or any other stats, this would be appreciated. [[User:Drakmon|Drakmon]]&lt;br /&gt;
&lt;br /&gt;
:From what I&#039;ve seen, Terror missions and Council missions have operational windows of less than a day.  I&#039;d expect UFOs are similar; the cancel option exists mostly if you want to roll some stuff out of engineering to bring to the party.  Also, please remember to sign talk page edits with your name (three tildes ~) or name and date(four ~s).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:33, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;m actually referring to number of seconds that you have during the interception minigame to shoot down the UFO before it escapes. [[User:Drakmon|Drakmon]] 16:36, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, that.  So far it seems to be about 15 seconds with a small scout, 10 with a large, and 5 with a Overseer, if using an Interceptor.  I can look into more research a bit later, but that&#039;s what sticks out in my memory.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:39, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like the real benefit from having a Firestorm, other than the extra hitpoints, is an extra 10 seconds added on to the engagement timer. The Overseer had a timer of 15 seconds for me, as do Battleships [[User:Drakmon|Drakmon]] 10:41, 18 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ufo immage ==&lt;br /&gt;
&lt;br /&gt;
If you want you can use my screenshot&lt;br /&gt;
&lt;br /&gt;
Large Scout (no damage)http://steamcommunity.com/sharedfiles/filedetails/?id=103088875&lt;br /&gt;
                       http://cloud-2.steampowered.com/ugc/558704160261631077/9C896E61930C19C6713A401035A646222DB04546/&lt;br /&gt;
&lt;br /&gt;
[[User:Kayato|Kayato]] 05:18, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== UFO Missions ==&lt;br /&gt;
&lt;br /&gt;
Added this section to the page. Note that you need a Hyperwave Decoder to see UFO missions. We&#039;ll need to do some observation to see what UFOs actually do on their missions, if anything. For example, when hunting satellites, do they actually find and destroy them? Do they only succeed at this if you fail at intercepting them? UFOs appear to have a separate set of ground-based missions (the UFO lands) as well.&lt;br /&gt;
&lt;br /&gt;
:I am about to finish game on Classic (I have a Gollop Chamber and a soldier with high will). Everything researched, about 20 Colonels, 6 psi soldiers with Mind Shields, 10 Firestorms with Fusion Lances etc. I have not lost any country, all are covered with satellites and I have stealth upgrade. I have noticed two things:&lt;br /&gt;
:*Battleships do not appear until I ignore to intercept a smaller UFO (there are only large scouts, abductors and supply ships, no small scouts for the last few in-game months)&lt;br /&gt;
:*Once I ignore to intercept a smaller UFO, the Battleship appears with mission &amp;quot;destroy satellite&amp;quot; and destroys the satellite despite the stealth upgrade&lt;br /&gt;
:[[User:Jarcionek|Jarcionek]] 18:10, 18 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Facilities_(EU2012)&amp;diff=39786</id>
		<title>Talk:Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Facilities_(EU2012)&amp;diff=39786"/>
		<updated>2012-10-19T20:59:15Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* XCOM facilities chart */ comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merging ==&lt;br /&gt;
What is the main difference between this page [[Base Facilities (EU2012)]] and the [[XCOM Headquarters (EU2012)]] page? &amp;lt;br/&amp;gt;&lt;br /&gt;
I suggest merging these two in one and the same page, with the appropriate sub-sections instead. --[[User:Kokkan|Kokkan]] 16:40, 7 October 2012 (EDT)&lt;br /&gt;
: This page was created before the game was released (I remember digging down to populate a lot of it).  Now the information is accessible in other, easier to find areas.  I&#039;m content to remove this page as long as there are appropriate cross links between the remaining pages.  Give me a few minutes to make some adjustments and I&#039;ll mark this page for review/deletion (while leaving it in place). ~ [[User:Drakalu|Drakalu]] 12:27, 19 October 2012 (EDT)&lt;br /&gt;
::On my mind this page is not the same as HQ, unless you want to make a really big HQ page. To me it&#039;s better if you keep the list of facilities and their stats separately rather than having to scroll up/down the same page everytime I&#039;m reading something about Base Design and then I want to check some stat about the facility. If there&#039;s separate pages it&#039;s much easier to consult them. [[User:Hobbes|Hobbes]] 12:34, 19 October 2012 (EDT)&lt;br /&gt;
:::If you don&#039;t want the page listed, please just remove the link from the table (to avoid confusion) but please don&#039;t delete the page because I want to keep using it. [[User:Hobbes|Hobbes]] 12:34, 19 October 2012 (EDT)&lt;br /&gt;
::::Recently I have extracted a lot of information from the game and updated this page. These include such things like formulas for required number of engineers and this is not included on Engineering page. I will update the Engineering page on weekend. [[User:Jarcionek|Jarcionek]] 13:22, 19 October 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
==XCOM facilities chart==&lt;br /&gt;
&lt;br /&gt;
What is the purpose of this? Just an incomplete list of all facilities, each with the same image? The complete list of all facilities can be seen in table of contents while images does not make any sense. I would remove it.&lt;br /&gt;
[[User:Jarcionek|Jarcionek]] 11:28, 14 October 2012 (EDT)&lt;br /&gt;
:I made the image before the game was release, I didnt&#039; include some facilities because of spoilers but I can easily add them. [[User:Hobbes|Hobbes]] 12:27, 19 October 2012 (EDT)&lt;br /&gt;
::I like it. Is there a way we can make it clickable and put it on the Facilities page? [[User:Off the Rails|Off the Rails]] 16:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*****SPOILERS*****&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Here&#039;s the missing information for the page for the demo files:&amp;lt;br&amp;gt;&lt;br /&gt;
AccessLift,       iCash=50,	iElerium=0, iAlloys=0,  iMaintenance=10, iTime=5,	iPower=-2)&amp;lt;br&amp;gt;&lt;br /&gt;
ScienceLab,       iCash=125,  iElerium=0, iAlloys=0,  iMaintenance=24, iTime=10,	iPower=-3)&amp;lt;br&amp;gt;   &lt;br /&gt;
Workshop,         iCash=130,  iElerium=0, iAlloys=0,  iMaintenance=26, iTime=10,	iPower=-3)   &amp;lt;br&amp;gt;&lt;br /&gt;
SmallRadar,       iCash=150,  iElerium=0, iAlloys=0,  iMaintenance=15, iTime=14,	iPower=-5)   &amp;lt;br&amp;gt;&lt;br /&gt;
Power,            iCash=60,   iElerium=0, iAlloys=0,  iMaintenance=11, iTime=5,	iPower=6);MAKE SURE TO SYNC THIS WITH POWER_NORMAL&amp;lt;br&amp;gt;&lt;br /&gt;
Foundry,	  iCash=75,   iElerium=0, iAlloys=0,  iMaintenance=20, iTime=10,	iPower=-3)   &amp;lt;br&amp;gt;&lt;br /&gt;
OTS,		  iCash=125,  iElerium=0, iAlloys=0,  iMaintenance=25, iTime=8,	iPower=-3)   &amp;lt;br&amp;gt;&lt;br /&gt;
AlienContain,     iCash=85,   iElerium=0, iAlloys=0,  iMaintenance=18, iTime=7,	iPower=-5)   &amp;lt;br&amp;gt;&lt;br /&gt;
LargeRadar,       iCash=300,  iElerium=0, iAlloys=25, iMaintenance=26, iTime=21,	iPower=-8) &amp;lt;br&amp;gt;  &lt;br /&gt;
ThermalPower,     iCash=200,  iElerium=0, iAlloys=0,  iMaintenance=23, iTime=8,	iPower=20);MAKE SURE TO SYNC THIS WITH POWER_THERMAL&amp;lt;br&amp;gt;&lt;br /&gt;
EleriumGenerator,iCash=275,  iElerium=30,iAlloys=40, iMaintenance=29, iTime=14,	iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM&amp;lt;br&amp;gt;&lt;br /&gt;
PsiLabs,          iCash=200,  iElerium=20,iAlloys=20, iMaintenance=30, iTime=14,	iPower=-3)   	&amp;lt;br&amp;gt;													   	&lt;br /&gt;
HyperwaveRadar,   iCash=175,  iElerium=0, iAlloys=10, iMaintenance=30, iTime=14,	iPower=-4)  &amp;lt;br&amp;gt;&lt;br /&gt;
DeusEx,           iCash=200,  iElerium=10,iAlloys=10,	iMaintenance=100,iTime=14,	iPower=-5)&amp;lt;br&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Lab_(EU2012)&amp;diff=39656</id>
		<title>Psi Lab (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Lab_(EU2012)&amp;diff=39656"/>
		<updated>2012-10-19T02:24:37Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Psionic Lab is where you assess your soldiers for &amp;quot;the Gift&amp;quot; of psionic potential. It can handle three soldiers at once; assessment takes ten days. Once you&#039;ve assessed a soldier they have no further use for this facility - further psionic abilities are unlocked through successful psionic attacks in the field.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Lab_(EU2012)&amp;diff=39655</id>
		<title>Psi Lab (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Lab_(EU2012)&amp;diff=39655"/>
		<updated>2012-10-19T02:24:24Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: created bage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Psionic Lab is where you asses your soldiers for &amp;quot;the Gift&amp;quot; of psionic potential. It can handle three soldiers at once; assessment takes ten days. Once you&#039;ve assessed a soldier they have no further use for this facility - further psionic abilities are unlocked through successful psionic attacks in the field.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=39640</id>
		<title>User:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=39640"/>
		<updated>2012-10-18T21:42:14Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: voice: extra info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Voice Control in EU 2012 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure where this idea came from, but after playing XEU for a few hours I was keen to engage my soldiers in conversation. If I&#039;m sending them to their deaths, it&#039;s only right that I should treat them like the people they aren&#039;t, right? &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what I&#039;ve got:&lt;br /&gt;
&lt;br /&gt;
*A decent headset mic, the [http://www.amazon.co.uk/Sennheiser-PC-26-Call-Control/dp/B006ICUTFU/ref=sr_1_2?ie=UTF8&amp;amp;qid=1350583944&amp;amp;sr=8-2 Sennheiser PC26]. My webcam&#039;s mic is too prone to picking up noise from the speakers and neighbours and I&#039;m too lazy to set up a PTT key.&lt;br /&gt;
&lt;br /&gt;
*Windows Speech Recognition - included with Vista, 7 and 8. Make sure you&#039;ve set it up properly, and train it to understand your voice.&lt;br /&gt;
&lt;br /&gt;
*[http://www.microsoft.com/en-gb/download/details.aspx?id=13045 WSRMacros] - Extra tool for configuring additional commands.&lt;br /&gt;
&lt;br /&gt;
*XCOM Enemy Unknown keyboard shortcuts. By default, R is reload, 1 is fire, Y is Overwatch, V is open door/defuse bomb and so on.&lt;br /&gt;
&lt;br /&gt;
When WSRMacros is running it has an icon in the system tray. Double-click that icon (it&#039;s a blue speech bubble with gears in it) to define a new macro. You need this macro to &#039;&#039;Send Keystrokes&#039;&#039;, so click on that. The next window &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the list of what I say, and what keys the macro &amp;quot;presses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fire&amp;quot; - 1&lt;br /&gt;
*&amp;quot;Headshot&amp;quot; - 2&lt;br /&gt;
*&amp;quot;Suppression&amp;quot; - also 2&lt;br /&gt;
*&amp;quot;Run and Gun&amp;quot; - 2 again&lt;br /&gt;
*&amp;quot;Fire a rocket&amp;quot; - the ubiquitous 2&lt;br /&gt;
*&amp;quot;Fire at Will&amp;quot; - Y (Overwatch)&lt;br /&gt;
*&amp;quot;Reload&amp;quot; - R&lt;br /&gt;
*&amp;quot;Open the Door&amp;quot; - X&lt;br /&gt;
*&amp;quot;Cancel&amp;quot; - Escape (enter {esc} in the &amp;quot;keys to press&amp;quot; box)&lt;br /&gt;
*&amp;quot;Wait&amp;quot; - Tab (selects next soldier)&lt;br /&gt;
*&amp;quot;Next target&amp;quot; - Tab (selects next target)&lt;br /&gt;
*&amp;quot;Where are you&amp;quot; - Home (enter {HOME}) (centers the camera on this unit)&lt;br /&gt;
*&amp;quot;Open the door&amp;quot; - V&lt;br /&gt;
*&amp;quot;Get into cover&amp;quot; - B (hunker down)&lt;br /&gt;
*&amp;quot;Swap Weapons&amp;quot; - X&lt;br /&gt;
*&amp;quot;Go back&amp;quot; - shift (selects previous soldier or target)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t say &amp;quot;overwatch&amp;quot; or &amp;quot;hunker down&amp;quot; because for some reason I felt like a dork saying that on my own in an empty room. I don&#039;t know what &amp;quot;hunker&amp;quot; is supposed to mean, anyway.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have medikits, grenades, psi attacks and so on in the list because I&#039;m never sure where they&#039;re going to appear. You can get to them through voice control by saying &amp;quot;Press 4&amp;quot;, &amp;quot;Press 8&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Note that a couple of these commands require the cursor to be positioned over your soldier to work - opening the door is one of them - as though you were going to click on the soldier.&lt;br /&gt;
&lt;br /&gt;
Give this a try. It&#039;s awesome.&lt;br /&gt;
&lt;br /&gt;
== Slightly mad idea #1 ==&lt;br /&gt;
&lt;br /&gt;
In UFO&#039;s MAPS directory are a few files that never crop up in the game. What could they be? The files are &lt;br /&gt;
&lt;br /&gt;
I reckon it&#039;s possible to get some idea of what these files look like. I reason thusly:&lt;br /&gt;
&lt;br /&gt;
We know that X-Com constructs its [[MAPS|map files]] like this: First of all, the relevant [[MCD|MCD files]] are strung together, one after another. Each MCD file is a list of objects that appear on the map - all the walls, the doors, the different kinds of floor and the objects that litter the battlescape - trees and gas pumps and tables and the like.&lt;br /&gt;
&lt;br /&gt;
So the game constructs an MCD Array and then treats it like a Chinese menu - I&#039;ll have a 55, some 81s and a couple of 108s please, and have you got any of those crispy beef things?&lt;br /&gt;
&lt;br /&gt;
Every MCD Array created by the game starts with the contents of BLANKS.MCD - a simple pair of objects indicating empty space and burnt ground, respectively. Any map tile that appears to be empty in fact contains BLANKS000, and any time you demolish the floor with a blaster bomb, that charred brown patch left behind is in fact BLANKS001.&lt;br /&gt;
&lt;br /&gt;
When constructing the battlescape, the game &amp;quot;orders&amp;quot; items from its MCD Array &amp;quot;menu&amp;quot;. Starting from the northwestern tile on the top level, it places the ground, western wall, northern wall and &lt;br /&gt;
&lt;br /&gt;
The fantastic thing is, you don&#039;t actually need a menu to order Chinese food. You can just pick some random numbers and you&#039;re guaranteed to get SOMETHING. If we assume that these unused .MAP files are intended to work with an MCD Array that begins with BLANKS000, we can extend this assumption a bit - any byte that is 00 can be assumed to refer to BLANKS000, and any byte that is anything else up to FF means there is an object, wall or patch of ground in this tile.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created a spreadsheet that takes .MAP data exports from Hex Workshop and shows the arrangement of ground tiles, walls and objects within the map. Grab it [[Media:MAP3MAP4.xls|here]].&lt;br /&gt;
&lt;br /&gt;
Of course, only a complete tool would try to use Microsoft Excel as an art program, right?&lt;br /&gt;
&lt;br /&gt;
[[File:map3.png|400px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Er... right.&lt;br /&gt;
&lt;br /&gt;
The limitations are obvious - while we can tell that there is an object in a particular tile, we have no way of knowing &#039;&#039;which&#039;&#039; object to put there. So we can&#039;t actually play these maps yet. But at least we can get a rough idea of what they look like.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(EU2012)&amp;diff=39639</id>
		<title>Gollop Chamber (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(EU2012)&amp;diff=39639"/>
		<updated>2012-10-18T21:06:07Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Special facility required to access the end-game content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trivia: The Gollop chamber is named after Julian and Nick Gollop, creaters of the [[X-Com|original game]]. The research briefing refers to a &amp;quot;pair of brothers&amp;quot; who came up with the idea.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39638</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39638"/>
		<updated>2012-10-18T20:59:32Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Build Facilities */ Gollop chamber sp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
&#039;&#039;In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Combat Stims (EU2012) | Combat Stims]]  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Mind Shield (EU2012) | Mind Shield]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §25&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Arc Thrower (EU2012)|Arc Thrower]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Chitin Plating (EU2012)|Chitin Plating]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laser Rifle (EU2012)|Laser Rifle]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laser Scatter (EU2012)|Laser Scatter]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Heavy Laser (EU2012)|Heavy Laser]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Plasma Rifle (EU2012)|Plasma Rifle]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy Cannon (EU2012)|Alloy Cannon]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Carapace Armour || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Skeleton Suit || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Titan Armor || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Ghost Armor || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Archangel Armor || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Psi Armor || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §100&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | 20d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align=&amp;quot;center&amp;quot; | The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat. || align=&amp;quot;center&amp;quot; | Experimental Warfare || align=&amp;quot;center&amp;quot; | §20 (Normal)&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align=&amp;quot;center&amp;quot; | Activate this module during interception to provide an immediate, temporary booste to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network. || align=&amp;quot;center&amp;quot; | Sectoid Autopsy || align=&amp;quot;center&amp;quot; | §5 (Normal)&amp;lt;br/&amp;gt; 3x Sectoid Corpse &amp;lt;br/&amp;gt; 5 Engineers || align=&amp;quot;center&amp;quot; | Immediate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Alien Alloys, Heavy Weapons Platform (SHIV) || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Heavy Weapons Platform (SHIV)|| align=&amp;quot;center&amp;quot; | §45&amp;lt;br/&amp;gt;5 Engineers || align=&amp;quot;center&amp;quot; | (N+46) 7d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Advanced Construction (RU2012)|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Access Lift (EU2012)|Access Lift]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a level. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10/month &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Uplink (EU2012)|Satellite Uplink]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers || align=&amp;quot;center&amp;quot; | §xx || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every two uplinks constructed adjacent to another. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite Nexus (EU2012)|Satellite Nexus]] || align=&amp;quot;center&amp;quot; | With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. || align=&amp;quot;center&amp;quot; | Alien Nav Computer Research || align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent uplink. || align=&amp;quot;center&amp;quot; | 21d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Laboratory (EU2012)|Laboratory]] || align=&amp;quot;center&amp;quot; | Each laboratory increases research speed by 20%. || align=&amp;quot;center&amp;quot; | Acquire 1+ scientist || align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists || align=&amp;quot;center&amp;quot; | §24/month || align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Workshop (EU2012)|Workshop]] || align=&amp;quot;center&amp;quot; | Each workshop adds 5 engineers to our staff. || align=&amp;quot;center&amp;quot; | Acquire 1+ engineer || align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers || align=&amp;quot;center&amp;quot; | §26/month || align=&amp;quot;center&amp;quot; | +7% refund on resources used when building vehicles, foundry projects and facilities. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Foundry (EU2012)| The Foundry]] || align=&amp;quot;center&amp;quot; | Develop new combat items or improve current items in the Foundry. || align=&amp;quot;center&amp;quot; | Experimental Warfare Research || align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power || align=&amp;quot;center&amp;quot; | §20/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 10d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alien Containment (EU2012)| Alien Containment]] || align=&amp;quot;center&amp;quot; | This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs. || align=&amp;quot;center&amp;quot; | Xenobiology Research || align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §18/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 7d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Power Generator (EU2012)|Power Generator]] || align=&amp;quot;center&amp;quot; | Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | §60 || align=&amp;quot;center&amp;quot; | §11/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 5d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Thermo Generator (EU2012)|Thermo Generator]] || align=&amp;quot;center&amp;quot; | Thermal Power Generators supply +20 power, but must be built over steam vents. || align=&amp;quot;center&amp;quot; | Steam Vent || align=&amp;quot;center&amp;quot; | §200 || align=&amp;quot;center&amp;quot; | §23/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Elerium Generator (EU2012)|Elerium Generator]] || align=&amp;quot;center&amp;quot; | Elerium Power Generators supply +30 power. || align=&amp;quot;center&amp;quot; |UFO Power Source Research || align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40x Alloys&amp;lt;br/&amp;gt;30x Elerium&amp;lt;br/&amp;gt;2x UFO Power Source|| align=&amp;quot;center&amp;quot; | §29/month || align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Psionic Lab (EU2012)|Psionoic Lab]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Interrogate (Classic) / Autopsy (Normal) &amp;lt;br/&amp;gt; Sectoid Commander&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 Power&amp;lt;br/&amp;gt; §200&amp;lt;br/&amp;gt; 20x Elerium&amp;lt;br/&amp;gt; 20x Alloys  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30/month &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Gollop Chamber (EU2012)| Gollop Chamber]] || align=&amp;quot;center&amp;quot; | Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net. || align=&amp;quot;center&amp;quot; | Ethereal Device Research || align=&amp;quot;center&amp;quot; | §200&amp;lt;br/&amp;gt;5 Power || align=&amp;quot;center&amp;quot; | §100/month || align=&amp;quot;center&amp;quot; | None. || align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Hyperwave Relay (EU2012)|Hyperwave Relay]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Provides extra information about UFOs, such as number of crew, species and their objective. Cannot remove this facility.  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Hyperwave Communication Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 Power&amp;lt;br/&amp;gt; §175&amp;lt;br/&amp;gt; 10x Alloys&amp;lt;br/&amp;gt; 1x Hyperwave Beacon &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30/month &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14d&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Officer Training School (EU2012)|Officer Training School]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining.   &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sergeant rank (Classic)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 Power&amp;lt;br/&amp;gt; §125&amp;lt;br/&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25/month&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8d&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Off_the_Rails&amp;diff=39635</id>
		<title>User talk:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Off_the_Rails&amp;diff=39635"/>
		<updated>2012-10-18T20:53:10Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re the update comment for your latest very useful post - please watch the bad language, this is a family website. :-)  Though I do get the joke, and it is funny. ;-) &lt;br /&gt;
[[User:Spike|Spike]] 16:40, 18 October 2012 (EDT)&lt;br /&gt;
:Apologies. For some reason (brain fart) I thought it would be private to me. I&#039;ll watch out in future. [[User:Off the Rails|Off the Rails]] 16:53, 18 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=39629</id>
		<title>User:Off the Rails</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Off_the_Rails&amp;diff=39629"/>
		<updated>2012-10-18T18:36:34Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: voice cunt roll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Voice Control in EU 2012 ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure where this idea came from, but after playing XEU for a few hours I was keen to engage my soldiers in conversation. If I&#039;m sending them to their deaths, it&#039;s only right that I should treat them like the people they aren&#039;t, right? &lt;br /&gt;
&lt;br /&gt;
Here&#039;s what I&#039;ve got:&lt;br /&gt;
&lt;br /&gt;
*A decent headset mic, the [http://www.amazon.co.uk/Sennheiser-PC-26-Call-Control/dp/B006ICUTFU/ref=sr_1_2?ie=UTF8&amp;amp;qid=1350583944&amp;amp;sr=8-2 Sennheiser PC26]. My webcam&#039;s mic is too prone to picking up noise from the speakers and neighbours and I&#039;m too lazy to set up a PTT key.&lt;br /&gt;
&lt;br /&gt;
*Windows Speech Recognition - included with Vista, 7 and 8. Make sure you&#039;ve set it up properly, and train it to understand your voice.&lt;br /&gt;
&lt;br /&gt;
*[http://www.microsoft.com/en-gb/download/details.aspx?id=13045 WSRMacros] - Extra tool for configuring additional commands.&lt;br /&gt;
&lt;br /&gt;
*XCOM Enemy Unknown keyboard shortcuts. By default, R is reload, 1 is fire, Y is Overwatch, V is open door/defuse bomb and so on.&lt;br /&gt;
&lt;br /&gt;
When WSRMacros is running it has an icon in the system tray. Double-click that icon (it&#039;s a blue speech bubble with gears in it) to define a new macro. You need this macro to &#039;&#039;Send Keystrokes&#039;&#039;, so click on that. The next window &lt;br /&gt;
&lt;br /&gt;
Here&#039;s the list of what I say, and what keys the macro &amp;quot;presses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Fire&amp;quot; - 1&lt;br /&gt;
*&amp;quot;Headshot&amp;quot; - 2&lt;br /&gt;
*&amp;quot;Suppression&amp;quot; - also 2&lt;br /&gt;
*&amp;quot;Run and Gun&amp;quot; - 2 again&lt;br /&gt;
*&amp;quot;Fire a rocket&amp;quot; - the ubiquitous 2&lt;br /&gt;
*&amp;quot;Fire at Will&amp;quot; - Y (Overwatch)&lt;br /&gt;
*&amp;quot;Reload&amp;quot; - R&lt;br /&gt;
*&amp;quot;Open the Door&amp;quot; - X&lt;br /&gt;
*&amp;quot;Cancel&amp;quot; - Escape (enter {esc} in the &amp;quot;keys to press&amp;quot; box)&lt;br /&gt;
*&amp;quot;Wait&amp;quot; - Tab (selects next soldier)&lt;br /&gt;
*&amp;quot;Next target&amp;quot; - Tab (selects next target)&lt;br /&gt;
*&amp;quot;Where are you&amp;quot; - Home (enter {HOME}) (centers the camera on this unit)&lt;br /&gt;
*&amp;quot;Open the door&amp;quot; - V&lt;br /&gt;
*&amp;quot;Get into cover&amp;quot; - B (hunker down)&lt;br /&gt;
*&amp;quot;Swap Weapons&amp;quot; - X&lt;br /&gt;
*&amp;quot;Go back&amp;quot; - shift (selects previous soldier or target)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t say &amp;quot;overwatch&amp;quot; or &amp;quot;hunker down&amp;quot; because for some reason I felt like a dork saying that on my own in an empty room. I don&#039;t know what &amp;quot;hunker&amp;quot; is supposed to mean, anyway.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have medikits, grenades, psi attacks and so on in the list because I&#039;m never sure where they&#039;re going to appear. You can get to them through voice control by saying &amp;quot;Press 4&amp;quot;, &amp;quot;Press 8&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
Give this a try. It&#039;s awesome.&lt;br /&gt;
&lt;br /&gt;
== Slightly mad idea #1 ==&lt;br /&gt;
&lt;br /&gt;
In UFO&#039;s MAPS directory are a few files that never crop up in the game. What could they be? The files are &lt;br /&gt;
&lt;br /&gt;
I reckon it&#039;s possible to get some idea of what these files look like. I reason thusly:&lt;br /&gt;
&lt;br /&gt;
We know that X-Com constructs its [[MAPS|map files]] like this: First of all, the relevant [[MCD|MCD files]] are strung together, one after another. Each MCD file is a list of objects that appear on the map - all the walls, the doors, the different kinds of floor and the objects that litter the battlescape - trees and gas pumps and tables and the like.&lt;br /&gt;
&lt;br /&gt;
So the game constructs an MCD Array and then treats it like a Chinese menu - I&#039;ll have a 55, some 81s and a couple of 108s please, and have you got any of those crispy beef things?&lt;br /&gt;
&lt;br /&gt;
Every MCD Array created by the game starts with the contents of BLANKS.MCD - a simple pair of objects indicating empty space and burnt ground, respectively. Any map tile that appears to be empty in fact contains BLANKS000, and any time you demolish the floor with a blaster bomb, that charred brown patch left behind is in fact BLANKS001.&lt;br /&gt;
&lt;br /&gt;
When constructing the battlescape, the game &amp;quot;orders&amp;quot; items from its MCD Array &amp;quot;menu&amp;quot;. Starting from the northwestern tile on the top level, it places the ground, western wall, northern wall and &lt;br /&gt;
&lt;br /&gt;
The fantastic thing is, you don&#039;t actually need a menu to order Chinese food. You can just pick some random numbers and you&#039;re guaranteed to get SOMETHING. If we assume that these unused .MAP files are intended to work with an MCD Array that begins with BLANKS000, we can extend this assumption a bit - any byte that is 00 can be assumed to refer to BLANKS000, and any byte that is anything else up to FF means there is an object, wall or patch of ground in this tile.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve created a spreadsheet that takes .MAP data exports from Hex Workshop and shows the arrangement of ground tiles, walls and objects within the map. Grab it [[Media:MAP3MAP4.xls|here]].&lt;br /&gt;
&lt;br /&gt;
Of course, only a complete tool would try to use Microsoft Excel as an art program, right?&lt;br /&gt;
&lt;br /&gt;
[[File:map3.png|400px|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Er... right.&lt;br /&gt;
&lt;br /&gt;
The limitations are obvious - while we can tell that there is an object in a particular tile, we have no way of knowing &#039;&#039;which&#039;&#039; object to put there. So we can&#039;t actually play these maps yet. But at least we can get a rough idea of what they look like.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=39450</id>
		<title>Base Facilities (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU2012)&amp;diff=39450"/>
		<updated>2012-10-17T12:03:54Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* UFO Detection */ updated link for new location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[XCOM HQ (EU2012)|Headquarters]] in &#039;&#039;[[EU (2012)|EU]]&#039;&#039; is composed of a number of facilities and can be expanded (24 slots) by your [[Engineering (EU2012)|engineers]] as the game progresses. The position of the facilities in relation to one another will provide bonuses to their output. Each slot must be excavated prior to building a facility. Excavations takes 5 days and costs §10, §20, §40 or §80 depending on the depth. Facilities may also be removed (§5).&lt;br /&gt;
&lt;br /&gt;
==Starting Facilities/Core Areas==&lt;br /&gt;
[[File:XCOM Facilities Chart 2 (EU2012).png|600px|right]]&lt;br /&gt;
[[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* Contains the Geoscape where you can advance game time forward, choose missions to respond, view global [[Satellite (EU2012)| Satellite]] coverage, and watch [[Craft EU2012|aircraft]] on their way to a mission.&lt;br /&gt;
&lt;br /&gt;
[[Hangar (EU2012)|Hangar]]&lt;br /&gt;
* Houses the base&#039;s [[Skyranger (EU2012)|Skyranger]] troop transport and its [[Interceptors (EU2012)|Interceptors]]. Allows to equip, repairs and deploy Interceptors throughout Earth&#039;s continents.&lt;br /&gt;
&lt;br /&gt;
[[Barracks (EU2012)|Barracks]]&lt;br /&gt;
* View your list of [[Soldiers (EU2012)|soldiers]] and their individual characteristics, edit their attributes, and equip them for missions. You can also hire new Rookies, access the [[Officer Training School (EU2012)|Officer Training School]] &amp;amp; Psi Lab, and visit the Memorial to fallen troopers. &lt;br /&gt;
* Capacity: 99 soldiers. &lt;br /&gt;
&lt;br /&gt;
[[Science Lab (EU2012)|Science Lab]]&lt;br /&gt;
* Manage [[Research (EU2012)|Research]] projects to obtain advanced technology using your scientists.  Receives bonuses from building [[Laboratory (EU2012)|Laboratories]].&lt;br /&gt;
&lt;br /&gt;
[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
* Build [[Craft (EU2012)|Aircraft]], [[Weapons (EU2012)|Weapons]], [[Armour (EU2012)|Armor]] and other equipment.  Receives bonuses from [[Workshop (EU2012)|Workshops]] and [[Foundry (EU2012)|Foundries]].&lt;br /&gt;
* Build additional facilities, excavate lower levels and build [[Access Lift (EU2012)|Access Lifts]]. &lt;br /&gt;
&lt;br /&gt;
[[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
* Provides a global view of the funding countries and their panic level, satellite coverage with additional interdiction aircraft, financials including a menu with links to pending requests and the [[Gray Market (EU2012)|Gray Market]], where it&#039;s possible to raise credits by selling advanced technology to Earth&#039;s nations. Finally it contains a list of strategic Objectives to help XCOM progress through the alien invasion.&lt;br /&gt;
&lt;br /&gt;
[[Armory (EU2012)|Armory]]&lt;br /&gt;
* Equip soldiers with [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)#Portable Equipment|equipment]]. &lt;br /&gt;
&lt;br /&gt;
[[Infirmary (EU2012)|Infirmary]]&lt;br /&gt;
* Recover soldiers injured in battle.&lt;br /&gt;
&lt;br /&gt;
==Acquirable/Removable Base Facilities==&lt;br /&gt;
Each facility has three basic stats:&lt;br /&gt;
* Time to build (days)&lt;br /&gt;
* Cost (money, resources, manpower)&lt;br /&gt;
* Maintenance (§ per month)&lt;br /&gt;
&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
&lt;br /&gt;
After researching Advanced Construction in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%.&lt;br /&gt;
&lt;br /&gt;
===UFO Detection===&lt;br /&gt;
[[Satellite Uplink (EU2012)|Satellite Uplink]]&lt;br /&gt;
* Required to build: 5 Power, §150, 0 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
* Time to build: 14 days&lt;br /&gt;
* Maintenance: §15/month&lt;br /&gt;
* Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
* Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&lt;br /&gt;
&lt;br /&gt;
[[Satellite Nexus (EU2012)|Satellite Nexus]]&lt;br /&gt;
* Required research: Alien Nav Computer&lt;br /&gt;
* Required to build: 8 Power, §300, 25x Alloys, 2x UFO Flight Computer, 5 Engineers (+10 for each Satellite Uplink, +15 for each Satellite Nexus)&lt;br /&gt;
* Time to build: 21 days&lt;br /&gt;
* Maintenance: §26&lt;br /&gt;
* Adjacency bonus: One additional satellite for each two adjacent Uplink and/or Nexus facilities.&lt;br /&gt;
* Role: With the signal monitored by a team of Engineers, each Satellite Uplink is capable of receiving transmissions from 4 XCOM satellites.&lt;br /&gt;
&lt;br /&gt;
[[Hyperwave Relay (EU 2012)|Hyperwave Relay]]&lt;br /&gt;
* Required research: Hyperwave Communication&lt;br /&gt;
* Required to build: 4 Power, §175, 10x Alloys, 1x Hyperwave Beacon&lt;br /&gt;
* Time to build: 14 days&lt;br /&gt;
* Maintenance: §30/month&lt;br /&gt;
* Adjacency bonus: none, unique facility&lt;br /&gt;
* Role: Provides extra information about UFOs, such as number of crew, species and their objective. Cannot remove this facility.&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[Laboratory (EU2012)|Laboratory]]&lt;br /&gt;
* Required to build: 3 Power, §125, 6 Scientists (second Laboratory requires 10 scientists, each next requires 5 more than previous)&lt;br /&gt;
* Time to build: 10 days&lt;br /&gt;
* Maintenance: §24/month&lt;br /&gt;
* Adjacency Bonus: +10% increase to research speed for each adjacent laboratory&lt;br /&gt;
* Role: Each Laboratory increases research speed by 20%&lt;br /&gt;
&lt;br /&gt;
[[Alien Containment (EU2012)|Alien Containment]]&lt;br /&gt;
* Required research: Xeno-Biology&lt;br /&gt;
* Required to build: 5 Power, §85&lt;br /&gt;
* Time to build: 7 days&lt;br /&gt;
* Maintenance: §18/month&lt;br /&gt;
* Adjacency bonus: none, unique facility&lt;br /&gt;
* Role: Allows capture of live aliens and alien interrogation.&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[Workshop (EU2012)|Workshop]]&lt;br /&gt;
* Required to build: 3 Power, §130, 6 Engineers (second Workshop requires 15 Engineers, each next requires 10 more than previous)&lt;br /&gt;
* Time to build: 10 days&lt;br /&gt;
* Maintenance: §26/month&lt;br /&gt;
* Adjacency bonus: +7% refund on resources used when building vehicles, foundry projects and facilities&lt;br /&gt;
* Role: Each provides 5 engineers once complete&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* Required research: Experimental Warfare&lt;br /&gt;
* Required to build: 3 power, §75&lt;br /&gt;
* Time to build: 10 days&lt;br /&gt;
* Maintenance: §20/month&lt;br /&gt;
* Adjacency Bonus: none, unique facility&lt;br /&gt;
* Role: Develop new combat items or improve current items in the Foundry&lt;br /&gt;
&lt;br /&gt;
[[Access Lift (EU2012)|Access Lift]]&lt;br /&gt;
* Required to build: 2 Power, §50&lt;br /&gt;
* Time to build: 5 days &lt;br /&gt;
* Maintenance: §10/month&lt;br /&gt;
* Role: Allows construction on lower levels&lt;br /&gt;
&lt;br /&gt;
[[Power Generator (EU2012)|Power Generator]]&lt;br /&gt;
* Required to build: §60&lt;br /&gt;
* Time to build: 5 days&lt;br /&gt;
* Maintenance: §11/month&lt;br /&gt;
* Adjacency bonus: +2 power for every adjacent power facility&lt;br /&gt;
* Role: Power generators supply the power needed to run new facilities. Each generator supplies +6 power.&lt;br /&gt;
&lt;br /&gt;
[[Thermo Generator (EU2012)|Thermo Generator]]&lt;br /&gt;
* Required to build: §200&lt;br /&gt;
* Time to build: 8 days&lt;br /&gt;
* Maintenance: §23/month&lt;br /&gt;
* Adjacency bonus: +2 power for every adjacent power facility&lt;br /&gt;
* Role: Thermal Generators supply +20 power, but must be built over steam vents&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
[[Officer Training School (EU2012)|Officer Training School]]&lt;br /&gt;
* Required to build: 3 Power, §125, one soldier with Sergeant rank (already built on easy and normal difficulty)&lt;br /&gt;
* Time to build: 8 days&lt;br /&gt;
* Maintenance: §25/month&lt;br /&gt;
* Adjacency bonus: none, unique facility&lt;br /&gt;
* Role: Allows to purchase extra bonuses, such as increased squad size, faster healing, faster XP gaining&lt;br /&gt;
&lt;br /&gt;
[[PSI Labs (EU2012)|Psionic Labs]]&lt;br /&gt;
* Required research: Interrogate Sectoid Commander&lt;br /&gt;
* Required to build: 3 Power, §200, 20x Elerium, 20x Alloys&lt;br /&gt;
* Time to build: 14 days&lt;br /&gt;
* Maintenance: §30/month&lt;br /&gt;
* Adjacency bonus: none, unique facility&lt;br /&gt;
* Role: Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.&lt;br /&gt;
&lt;br /&gt;
[[Gollop Chamber]]&lt;br /&gt;
* Required research: Ethereal Device&lt;br /&gt;
* Required to build: 5 Power, §200, 10x Elerium, 10x Alloys, 1x Ethereal Device&lt;br /&gt;
* Time to build: 14 days&lt;br /&gt;
* Maintenance: §100/month&lt;br /&gt;
* Adjacency bonus: none, unique facility&lt;br /&gt;
* Role: Gives a psionic storm skill to one of the psionic soldiers with high will. Can be used only once and triggers final mission. Cannot remove this facility.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
* [[Base Management (EU2012)|Base Management]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=39434</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=39434"/>
		<updated>2012-10-17T09:16:48Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: Added link to Hyperwave Relay page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|20px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
&lt;br /&gt;
: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
: [[Hyperwave Relay]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Abilities (EU2012)|Abilities]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
&lt;br /&gt;
: [[Armour (EU2012)|Armour]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
: [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
&lt;br /&gt;
[[Alien Missions (EU2012)|Alien Missions]]&lt;br /&gt;
&lt;br /&gt;
[[UFOs (EU2012)|UFOs]]&lt;br /&gt;
: [[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
: [[UFO Components (EU2012)|UFO Components]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Xcom_eu_logo.jpg|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Scouting (EU2012)|Scouting]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (EU2012)|Guides &amp;amp; Tips]]&lt;br /&gt;
: [[Beginner Guide]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Managing Panic (EU2012)|Managing Panic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Maps (Multiplayer) (EU2012)|Maps]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Builds (EU2012)|Squad Builds]] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyperwave_Relay_(EU2012)&amp;diff=39433</id>
		<title>Hyperwave Relay (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyperwave_Relay_(EU2012)&amp;diff=39433"/>
		<updated>2012-10-17T09:15:05Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: created article with bare minimum of information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hyperwave Relay, like the Hyperwave Decoder/Transmission Resolver from previous games, is an intelligence facility that reveals details of enemy craft.&lt;br /&gt;
&lt;br /&gt;
Unlike the advanced detection devices from previous games, it is not a replacement for your previous infrastructure. Keep those satellites running, Commander.&lt;br /&gt;
&lt;br /&gt;
The Relay, once it is constructed, will reveal the mission profile and crew size of a target UFO. It will also show you which [[Alien Life Forms (EU2012)|alien races]] are present.&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=39208</id>
		<title>Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=39208"/>
		<updated>2012-10-15T23:26:55Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Alien Terror Attack */ internal link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mission Types==&lt;br /&gt;
&lt;br /&gt;
===Alien Abductions===&lt;br /&gt;
*Mission Objectives&lt;br /&gt;
** Sweep the abduction site and identify threats&lt;br /&gt;
** Neutralize all hostile targets&lt;br /&gt;
***An Alien Abduction is any battle where no civilians are involved and aliens of most any type can be found terrorizing a town. There is no UFO crash or UFO landing involved, so you will not be recovering a lot of artifacts from this type of battle. You should expect aliens to be spread throughout the entire map and sweep it accordingly.&lt;br /&gt;
&lt;br /&gt;
===UFO Crash Site===&lt;br /&gt;
*Mission Objectives&lt;br /&gt;
** Locate the crashed UFO&lt;br /&gt;
** Sweep the area for surviving crew and neutralize them&lt;br /&gt;
** Avoid additional damage to the craft if possible; some components may be recoverable&lt;br /&gt;
***A UFO crash site occurs when your Interceptor or Firestorm successfully shoots down a UFO. There are many different UFO types: Small Scouts, Large Scouts, Supply Ships, Battleships, and Overseers. A Skyranger is sent immediately after downing the UFO. The battlescape is usually set at night in a remote area (there are usually no buildings involved). The aliens are usually not too far from the actual crash site but they will be expecting you since you shot them down. You may encounter aliens as close as your first move when you step away from the Skyranger. You&#039;ll encounter any alien type in a crash site battle. Once the UFO is found, you will notice substantial damage. This damage is reduced once you start using EMP cannons on your aircraft. Aliens are almost always found closely guarding the UFO and it is almost guaranteed that you will found Aliens somewhere in the UFO. Be careful not to use explosives inside the UFO so you do not damage artifacts that bring big bucks on the Gray Market or can be used for constructing your own weapons.&lt;br /&gt;
&lt;br /&gt;
===UFO Landing Site===&lt;br /&gt;
*Mission Objectives&lt;br /&gt;
**Locate and neutralize all enemy forces&lt;br /&gt;
**Locate and gain entry to the UFO&lt;br /&gt;
***Instead of this battle beginning with a dogflight in the skies, a UFO landing site is discovered via the council of nations or by an orbiting satellite. The aliens are not aware that you are closing in on them so they could be anywhere on the map around the UFO doing whatever it is that they do. You often find aliens much further from the UFO site in comparison to a UFO Crash Site. Expect to see any of the Alien race types. The UFO is undamaged, so try to keep it that way. Many undamaged artifacts can be found on this type of mission. Expect to always find Aliens somewhere on the UFO.&lt;br /&gt;
&lt;br /&gt;
===Alien Terror Attack===&lt;br /&gt;
*Mission Objective&lt;br /&gt;
**Approach civilians to enable evacutions&lt;br /&gt;
**Minimize civilian casualties&lt;br /&gt;
**Neutralize all hostile targets&lt;br /&gt;
***Alien Terror Attacks, or Terror missions, have made a return from the original game. In this missions, the civilians will be spread randomly throughout the map. As you approach them nearby aliens will engage both you and the civilians. Each civilian lost counts against your final score. To rescue a civilian all you need to do is get close to them. Necessary proximity is indicated by a circle around each civilian. Although there is no timer or countdown on this type of mission, you need to be very quick without being reckless. Too slow and you lose civilians which can then be turned into zombies by a [[Alien_Life_Forms_(EU2012)#Chryssalid|Chryssalid]] and then eventually hatch into a new Chryssalid. Too reckless and you&#039;ll lose your troops to the overwhelming forces in these fights.&lt;br /&gt;
&lt;br /&gt;
===Extraction===&lt;br /&gt;
*Mission Objective&lt;br /&gt;
**Escort the target to the extraction point&lt;br /&gt;
**Protect the target at all costs&lt;br /&gt;
***Extraction missions will be given to you by the Council of Nations and involve a VIP of the council, typically a politician or other ranking official. The mission will start with a bodyguard or soldier within view of your starting point. Moving near this person will grant you more information on where the VIP is currently located. Once you make it to the VIP you will need to escort them back to the rendezvous coordinates marked on your map. More aliens will appear once you have acquired the VIP, so do not rush the VIP to the coordinates unprotected.&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
*Mission Objective&lt;br /&gt;
**Find the Target&lt;br /&gt;
**Escort the target safely to the extraction point&lt;br /&gt;
**Protect the target at all costs&lt;br /&gt;
***Rescue missions are similar to extraction missions with the exception of whom you are retrieving. Instead of a VIP, you are rescuing an escaped prisoner from the aliens. Once you make it to the escapee you will need to escort them back to the rendezvous coordinates marked on your map. More aliens will appear once you have acquired the escapee, so do not rush them to the coordinates unprotected.&lt;br /&gt;
&lt;br /&gt;
===Asset Recovery===&lt;br /&gt;
*Mission Objectives&lt;br /&gt;
**Sweep the area of operations&lt;br /&gt;
**Eliminate all opposition&lt;br /&gt;
***This mission type is rare, but occasionally the Council will ask you to remove all the aliens from a particular area. This mission is nothing more than an Alien Abduction mission assigned to you by the Council. There is no one to escort, no one to rescue, no bombs to deactivate and no civilians involved.&lt;br /&gt;
&lt;br /&gt;
===Bomb Disposal===&lt;br /&gt;
*Mission Objectives&lt;br /&gt;
**Deactivate the bomb before it goes off&lt;br /&gt;
**Delay the detonation countdown by deactivating the bomb&#039;s power sources&lt;br /&gt;
**Prevent reactivation by eliminating all remaining opposition&lt;br /&gt;
***Bomb Disposal missions require quick actions to prevent the detonation of the bomb. When you arrive, you will have a limited number of turns before the bomb detonates and there is no way to reach it in time. Fortunately, there are power nodes throughout the map that, when deactivated, will grant additional turns. Each disabled power node counts for one extra turn. Disabling several in one turn, provided they are close enough together and you aren&#039;t spreading your forces thin, is more beneficial than disabling one per turn. Once you reach the bomb there is no need to continue disabling power nodes. Disable the bomb and kill the remaining enemies to complete the mission. Be sure to guard the bomb to prevent the aliens from reactivating when you are across the map and without turns to spare. Disabling nodes and bombs counts as a free-action, similar to opening doors, so perform this action before taking a shot or otherwise ending that soldier&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
===Spoiler===&lt;br /&gt;
&lt;br /&gt;
===Spoiler===&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39204</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39204"/>
		<updated>2012-10-15T22:56:37Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: More info from a loading screen hint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the [[Classes (EU2012)#Heavy|Heavy]] and [[Classes (EU2012)#Support|Support]] classes as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver. The target&#039;s Aim suffers a 20 point penalty, and your soldier gets an Overwatch shot on the target if it tries to get away. It uses up two ammo, and cannot be activated if you have less. Suppressing an enemy prevents them making Overwatch shots, too.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to moving).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39194</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39194"/>
		<updated>2012-10-15T22:29:26Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the [[Classes (EU2012)#Heavy|Heavy]] and [[Classes (EU2012)#Support|Support]] classes as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver. The target&#039;s Aim suffers a 20 point penalty, and your soldier gets an Overwatch shot on the target if it tries to get away. It uses up two ammo, and cannot be activated if you have less - even if you&#039;ve got &#039;&#039;the foundry upgrade that automatically reloads your weapons and whose name escapes me for the moment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to moving).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39193</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39193"/>
		<updated>2012-10-15T22:28:17Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Sectoid */ question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong flying robotic units with a ranged attack.  They take significantly less damage in their closed disc form.  Accompanying drones can repair them during combat.  They are immune to psionic mind control.&lt;br /&gt;
* Can throw a grenade.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to enemy units (friendly fire?) within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death dealing damage to all units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mindrift&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Directly psionically attacks for serious damage.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* Can drain life from friendlies, including units it is mind-controlling.&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a power AoE attack.&lt;br /&gt;
* Chance to reflect physical projectiles.&lt;br /&gt;
* High will; resistant to psionic attacks.&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast, aggressive flying unit with stronger ranged attack than a Sectoid.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with more hit points and higher damage dealing.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units with a ranged attack, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berskers are extremely strong melee units.  Berserkers are susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?).&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Attacks an enemy unit&#039;s cover and can cause damage to the (formerly) covered unit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier generally enters a certain portion of the UFO and usually try to hang around and snipe at any soldiers near their spawn point.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack.  They are capable of some psionics.  Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance. &#039;&#039;Has anyone seen a Sectoid merge with anything other than another Sectoid? I haven&#039;t.&#039;&#039; [[User:Off the Rails|Off the Rails]] 18:28, 15 October 2012 (EDT)&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking.&lt;br /&gt;
* Has a plasma weapon that seems to be on constant Overwatch even when the Sectopod has fired twice&lt;br /&gt;
* Has a high-powered beam weapon&lt;br /&gt;
* Has a broad-range AoE missile barrage&lt;br /&gt;
* Seems to have a longer range of vision than most units&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units in range or they will still be hit by AoE. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with average ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for up to 3 turns to any unit poisoned by the cloud of spit.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39190</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39190"/>
		<updated>2012-10-15T22:25:05Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the [[Classes (EU 2012)#Heavy|Heavy]] and [[Classes (EU 2012)#Support|Support]] classes as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver. The target&#039;s Aim suffers a 20 point penalty, and your soldier gets an Overwatch shot on the target if it tries to get away. It uses up two ammo, and cannot be activated if you have less - even if you&#039;ve got &#039;&#039;the foundry upgrade that automatically reloads your weapons and whose name escapes me for the moment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to moving).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=39183</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=39183"/>
		<updated>2012-10-15T20:40:43Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Research Credits */ Armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
&#039;&#039;Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team&#039;s efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
&#039;&#039;Info on laboratories and bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
&lt;br /&gt;
=== Research Time ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Nav Computer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs. || align=&amp;quot;center&amp;quot; | Salvage: UFO Flight Computer || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (20d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Satellite Nexus &amp;lt;br/&amp;gt; Research: New Fighter Craft &amp;lt;br/&amp;gt; Foundry: Stealth Satellites&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;UFO Power Source&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align=&amp;quot;center&amp;quot; | Salvage: UFO Power Source ||  ||  || align=&amp;quot;center&amp;quot; | Facility: Elerium Power Generator &amp;lt;br/&amp;gt; Research: New Fighter Craft, Elerium&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Fighter Craft&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.  || align=&amp;quot;center&amp;quot; | Research: Alien Nav Computer, UFO Power Source  || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV &amp;lt;br/&amp;gt; Research: Archangel Armor, EMP Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 30 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 20 Elerium || || align=&amp;quot;center&amp;quot; | Engineer: EMP Cannon &amp;lt;br /&amp;gt; Foundry: SHIV Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 20 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Fusion Lance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | Fast (3 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d) || align=&amp;quot;center&amp;quot; | Engineer: Nano-Fiber Vest &amp;lt;br/&amp;gt; Research: Experimental Warfare, Carapace Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging. || align=&amp;quot;center&amp;quot; | Research: Alien Materials &amp;lt;br/&amp;gt; Salvage: Alien Alloys || align=&amp;quot;center&amp;quot; | 10 Alloy || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (16d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Carapace Armor, Alloy SHIV&amp;lt;br/&amp;gt;Research: Skeleton Suit, Titan Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Skeleton Suit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor || align=&amp;quot;center&amp;quot; | 15 Alloys || align=&amp;quot;center&amp;quot; | 16 Days on Normal with 16 Scientists &amp;lt;br/&amp;gt; (C+10) Slow (20d) || align=&amp;quot;center&amp;quot; | Engineer: Skeleton Suit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Titan Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor, Elerium || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 5 Elerium || align=&amp;quot;center&amp;quot; | 4 days on Normal with 45 scientists (Armor Research Credit) || align=&amp;quot;center&amp;quot; | Engineer: Titan Armor &amp;lt;br/&amp;gt; Research: Ghost Armor, Archangel Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, Hyperwave Communication || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Ghost Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Archangel Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, New Fighter Craft || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Archangel Armor &amp;lt;br/&amp;gt; Foundry: Advanced Flight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align=&amp;quot;center&amp;quot; | Obtain Sectoid Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 12 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Uplink Targeting (AIM)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align=&amp;quot;center&amp;quot; | Obtain Thin Man Corpse || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 16 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Improved Medikit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align=&amp;quot;center&amp;quot; | Obtain Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Defense Matrix (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Muton_Autopsy_(EU2012)| Muton Autopsy]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align=&amp;quot;center&amp;quot; | Obtain Muton Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Ammo Conservation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align=&amp;quot;center&amp;quot; | Obtain Chrysalid Corpse || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | (N+14) &#039;&#039;Fast (3d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Chitin Plating&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Drone Wreck || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Drone Capture&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cyberdisk Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | 1 Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: UFO Tracking (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Berserker Corpse || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Combat Stims&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align=&amp;quot;center&amp;quot; | Obtain Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align=&amp;quot;center&amp;quot; | Obtain Sectopod Wreck || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Construction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Ethereal Corpse || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid Commander&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid Commander || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab &amp;lt;br/&amp;gt; Research credit: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Thin Man&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Thin Man || align=&amp;quot;center&amp;quot; | (N+31) &#039;&#039;Fast (2d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Heavy Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Heavy Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Research credit: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Berserker&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Berserker || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;Fast (2d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Muton Elite&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton Elite || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Ethereal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Ethereal || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield &amp;lt;br/&amp;gt; Research credit: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &amp;quot;&#039;&#039;With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it.&#039;&#039;&amp;quot; || align=&amp;quot;center&amp;quot; | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 Weapon Fragments || align=&amp;quot;center&amp;quot; |  (N+10) Normal (6d) || align=&amp;quot;center&amp;quot; | Engineer: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Weapon Fragments&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: S.C.O.P.E. &amp;lt;br/&amp;gt; Research: Experimental Warfare, Beam Weapons, Plasma Weaponry &amp;lt;br/&amp;gt; Foundry: S.C.O.P.E. Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments || align=&amp;quot;center&amp;quot; | 5 Alloy &amp;lt;br/&amp;gt;10 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (14d)&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;(C+10) Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Pistol, Laser Rifle &amp;lt;br/&amp;gt;Research: Precision Lasers, Heavy Lasers &amp;lt;br/&amp;gt; Foundry: Improved Pistol II&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Precision Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Sniper Rifle, Scatter Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Heavy Laser, Laser Cannon &amp;lt;br/&amp;gt; Foundry: SHIV Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our... || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Plasma Pistol || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;16 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Plasma Pistol &amp;lt;br/&amp;gt; Foundry: Improved Pistol III&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Light Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;18 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Light Plasma Rifle &amp;lt;br/&amp;gt; Research: Plasma Rifle, Plasma Cannon&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Rifle &amp;lt;br/&amp;gt; Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;&amp;quot;Normal (7d)&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Plasma Sniper&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Heavy Plasma &amp;lt;br /&amp;gt; Foundry: SHIV Plasma&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.  || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium &amp;lt;br /&amp;gt; 25 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;&amp;quot;Slow (14d)&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Alloy Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Guided Fusion Launcher&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 20 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Guided Fusion Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncategorised ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | If we must face the invaders in combat, then we must understand &#039;alien life&#039; as well as we do our own. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 Sectoid Corpses || align=&amp;quot;center&amp;quot; | &#039;&#039;Normal (4 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment &amp;lt;br/&amp;gt; Research: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use. || align=&amp;quot;center&amp;quot; | Research: Alien Materials or Weapon Fragments || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: The Foundry &amp;lt;br/&amp;gt; Engineer: Phoenix Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elerium&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align=&amp;quot;center&amp;quot; | Research: UFO Power Source || align=&amp;quot;center&amp;quot; | 10 Elerium || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | Research: Titan Armor &amp;lt;br/&amp;gt; Foundry: Improved Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live aliens.  Each one reduces the time to complete associated projects by 50%.  List of research credits (incomplete).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, &amp;lt;br/&amp;gt;Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)&lt;br /&gt;
|-&lt;br /&gt;
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater&lt;br /&gt;
|-&lt;br /&gt;
| Armor Technology || Titan Armor, Ghost Armor || Berserker&lt;br /&gt;
|-&lt;br /&gt;
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man&lt;br /&gt;
|-&lt;br /&gt;
| Psionics || Hyperwave Communication, ? || Sectoid Commander&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Technology² || Research: All Weapons (confirm?) &amp;lt;br/&amp;gt; [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite&lt;br /&gt;
|-&lt;br /&gt;
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater&lt;br /&gt;
|-&lt;br /&gt;
| All Technology || All? || Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=39182</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=39182"/>
		<updated>2012-10-15T20:37:41Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Research Credits */ psionics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
&#039;&#039;Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team&#039;s efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
&#039;&#039;Info on laboratories and bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
&lt;br /&gt;
=== Research Time ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Nav Computer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs. || align=&amp;quot;center&amp;quot; | Salvage: UFO Flight Computer || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (20d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Satellite Nexus &amp;lt;br/&amp;gt; Research: New Fighter Craft &amp;lt;br/&amp;gt; Foundry: Stealth Satellites&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;UFO Power Source&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align=&amp;quot;center&amp;quot; | Salvage: UFO Power Source ||  ||  || align=&amp;quot;center&amp;quot; | Facility: Elerium Power Generator &amp;lt;br/&amp;gt; Research: New Fighter Craft, Elerium&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Fighter Craft&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.  || align=&amp;quot;center&amp;quot; | Research: Alien Nav Computer, UFO Power Source  || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV &amp;lt;br/&amp;gt; Research: Archangel Armor, EMP Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 30 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, whil also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 20 Elerium || || align=&amp;quot;center&amp;quot; | Engineer: EMP Cannon &amp;lt;br /&amp;gt; Foundry: SHIV Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 20 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Fusion Lance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | Fast (3 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d) || align=&amp;quot;center&amp;quot; | Engineer: Nano-Fiber Vest &amp;lt;br/&amp;gt; Research: Experimental Warfare, Carapace Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging. || align=&amp;quot;center&amp;quot; | Research: Alien Materials &amp;lt;br/&amp;gt; Salvage: Alien Alloys || align=&amp;quot;center&amp;quot; | 10 Alloy || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (16d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Carapace Armor, Alloy SHIV&amp;lt;br/&amp;gt;Research: Skeleton Suit, Titan Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Skeleton Suit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor || align=&amp;quot;center&amp;quot; | 15 Alloys || align=&amp;quot;center&amp;quot; | 16 Days on Normal with 16 Scientists &amp;lt;br/&amp;gt; (C+10) Slow (20d) || align=&amp;quot;center&amp;quot; | Engineer: Skeleton Suit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Titan Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor, Elerium || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 5 Elerium || align=&amp;quot;center&amp;quot; | 4 days on Normal with 45 scientists (Armor Research Credit) || align=&amp;quot;center&amp;quot; | Engineer: Titan Armor &amp;lt;br/&amp;gt; Research: Ghost Armor, Archangel Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, Hyperwave Communication || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Ghost Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Archangel Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, New Fighter Craft || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Archangel Armor &amp;lt;br/&amp;gt; Foundry: Advanced Flight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align=&amp;quot;center&amp;quot; | Obtain Sectoid Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 12 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Uplink Targeting (AIM)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align=&amp;quot;center&amp;quot; | Obtain Thin Man Corpse || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 16 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Improved Medikit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align=&amp;quot;center&amp;quot; | Obtain Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Defense Matrix (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Muton_Autopsy_(EU2012)| Muton Autopsy]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align=&amp;quot;center&amp;quot; | Obtain Muton Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Ammo Conservation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align=&amp;quot;center&amp;quot; | Obtain Chrysalid Corpse || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | (N+14) &#039;&#039;Fast (3d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Chitin Plating&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Drone Wreck || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Drone Capture&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cyberdisk Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | 1 Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: UFO Tracking (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Berserker Corpse || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Combat Stims&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty. || align=&amp;quot;center&amp;quot; | Obtain Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering. || align=&amp;quot;center&amp;quot; | Obtain Sectopod Wreck || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Construction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Ethereal Corpse || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid Commander&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid Commander || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab &amp;lt;br/&amp;gt; Research credit: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Thin Man&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&amp;quot;It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here.&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Thin Man || align=&amp;quot;center&amp;quot; | (N+31) &#039;&#039;Fast (2d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Heavy Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Heavy Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Research credit: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Berserker&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Berserker || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;Fast (2d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Muton Elite&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton Elite || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Ethereal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Ethereal || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield &amp;lt;br/&amp;gt; Research credit: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &amp;quot;&#039;&#039;With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it.&#039;&#039;&amp;quot; || align=&amp;quot;center&amp;quot; | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 Weapon Fragments || align=&amp;quot;center&amp;quot; |  (N+10) Normal (6d) || align=&amp;quot;center&amp;quot; | Engineer: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Weapon Fragments&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: S.C.O.P.E. &amp;lt;br/&amp;gt; Research: Experimental Warfare, Beam Weapons, Plasma Weaponry &amp;lt;br/&amp;gt; Foundry: S.C.O.P.E. Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments || align=&amp;quot;center&amp;quot; | 5 Alloy &amp;lt;br/&amp;gt;10 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (14d)&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;(C+10) Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Pistol, Laser Rifle &amp;lt;br/&amp;gt;Research: Precision Lasers, Heavy Lasers &amp;lt;br/&amp;gt; Foundry: Improved Pistol II&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Precision Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Sniper Rifle, Scatter Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Heavy Laser, Laser Cannon &amp;lt;br/&amp;gt; Foundry: SHIV Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our... || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Plasma Pistol || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;16 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Plasma Pistol &amp;lt;br/&amp;gt; Foundry: Improved Pistol III&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Light Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;18 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Light Plasma Rifle &amp;lt;br/&amp;gt; Research: Plasma Rifle, Plasma Cannon&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Rifle &amp;lt;br/&amp;gt; Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 50 Weapon Fragments || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;&amp;quot;Normal (7d)&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Plasma Sniper&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts. || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Heavy Plasma &amp;lt;br /&amp;gt; Foundry: SHIV Plasma&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.  || align=&amp;quot;center&amp;quot; | Research: Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium &amp;lt;br /&amp;gt; 25 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || align=&amp;quot;center&amp;quot; | (N+22) &#039;&#039;&amp;quot;Slow (14d)&amp;quot;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Alloy Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Guided Fusion Launcher&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell. || align=&amp;quot;center&amp;quot; | Salvage: Fusion Core || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 20 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Guided Fusion Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Uncategorised ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | If we must face the invaders in combat, then we must understand &#039;alien life&#039; as well as we do our own. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 Sectoid Corpses || align=&amp;quot;center&amp;quot; | &#039;&#039;Normal (4 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment &amp;lt;br/&amp;gt; Research: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use. || align=&amp;quot;center&amp;quot; | Research: Alien Materials or Weapon Fragments || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: The Foundry &amp;lt;br/&amp;gt; Engineer: Phoenix Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Elerium&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation. || align=&amp;quot;center&amp;quot; | Research: UFO Power Source || align=&amp;quot;center&amp;quot; | 10 Elerium || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | Research: Titan Armor &amp;lt;br/&amp;gt; Foundry: Improved Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live aliens.  Each one reduces the time to complete associated projects by 50%.  List of research credits (incomplete).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, &amp;lt;br/&amp;gt;Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton (Muton Elite Corpse)&lt;br /&gt;
|-&lt;br /&gt;
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater&lt;br /&gt;
|-&lt;br /&gt;
| Armor Technology || Titan Armor || Berserker&lt;br /&gt;
|-&lt;br /&gt;
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man&lt;br /&gt;
|-&lt;br /&gt;
| Psionics || Hyperwave Communication, ? || Sectoid Commander&lt;br /&gt;
|-&lt;br /&gt;
| Weapons Technology² || Research: All Weapons (confirm?) &amp;lt;br/&amp;gt; [[Foundry (EU2012)|Foundry]]: Improved Pistol I-III, S.H.I.V. Laser, S.H.I.V. Plasma, Alien Grenade (confirm?) || Muton Elite&lt;br /&gt;
|-&lt;br /&gt;
| Flight || Research: ? (Enhance the flight characteristics and propulsion systems of our aircraft) || Heavy Floater&lt;br /&gt;
|-&lt;br /&gt;
| All Technology || All? || Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39164</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39164"/>
		<updated>2012-10-15T18:43:01Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: A little bit more information, and a couple of typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the Heavy and Support classes as well as most of the Aliens. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver by firing indirectly at the target&#039;s area and thus reducing its Aim if it attempts to fire back and force it to stay immobile or to risk a reaction shot on Overwatch. It uses up two ammo, and cannot be selected if you have less than this.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39125</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39125"/>
		<updated>2012-10-15T13:40:58Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* Thin Man */ sid trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong flying robotic units with a ranged attack.  They take significantly less damage in their closed disc form.  Accompanying drones can repair them during combat.  They are immune to psionic mind control.&lt;br /&gt;
* Can throw a grenade.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to enemy units (friendly fire?) within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death dealing damage to all units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mindrift&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Directly psionically attacks for serious damage.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* Can drain life from friendlies, including units it is mind-controlling.&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a power AoE attack.&lt;br /&gt;
* Chance to reflect physical projectiles.&lt;br /&gt;
* High will; resistant to psionic attacks.&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast, aggressive flying unit with stronger ranged attack than a Sectoid.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with more hit points and higher damage dealing.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units with a ranged attack, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berskers are extremely strong melee units.  Berserkers are susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?).&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Attacks an enemy unit&#039;s cover and can cause damage to the (formerly) covered unit.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier generally enters a certain portion of the UFO and usually try to hang around and snipe at any soldiers near their spawn point.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack.  They are capable of some psionics.  Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking.&lt;br /&gt;
* Has a plasma weapon that seems to be on constant Overwatch even when the Sectopod has fired twice&lt;br /&gt;
* Has a high-powered beam weapon&lt;br /&gt;
* Has a broad-range AoE missile barrage&lt;br /&gt;
* Seems to have a longer range of vision than most units&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units in range or they will still be hit by AoE. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with average ranged attack.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for up to 3 turns to any unit poisoned by the cloud of spit.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39094</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=39094"/>
		<updated>2012-10-15T08:06:10Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: /* The Foundry */ Info-Nugget®&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; padding:20px;&amp;quot;&lt;br /&gt;
| [[Image:DrShen.png|thumb|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Shen ===&lt;br /&gt;
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ToDo: is there a simple rule-of-thumb that determines Foundry projects vs. Research projects? eg a sentence like &amp;quot;all equipment requiring elerium is researched at the Foundry&#039;&#039; [[User:Off the Rails|Off the Rails]] 04:06, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&#039;&#039;Info about engineering projects.&#039;&#039;&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Items ===&lt;br /&gt;
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
* [[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
* [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
* [[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
* [[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
* [[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
* [[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
* [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
* [[Plasma Light Rifle (EU2012)|Light Plasma Rifle]]&lt;br /&gt;
* [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
* [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
* [[Satellite (EU2012)|Satellite]]&lt;br /&gt;
* [[Alloy SHIV (EU2012)|Alloy SHIV]]&lt;br /&gt;
* [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
* [[Defence Matrix (dodge)]]&lt;br /&gt;
* [[Uplink Targeting (Aim)]]&lt;br /&gt;
&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Build Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§25&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Immediate&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Vehicles&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§100&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;20d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Phoenix Cannon (EU2012)|Phoenix Cannon]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§20 (Normal)&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Immediate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Activate this module during interception to provide an immediate, temporary booste to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Sectoid Autopsy&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§5 (Normal)&amp;lt;br/&amp;gt; 3x Sectoid Corpse &amp;lt;br/&amp;gt; 5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Immediate&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Alloys&#039;&#039;, &#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;§45&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
See also [[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lift&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Required to access a level.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§50&amp;lt;br/&amp;gt;2 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§10 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Satellite Uplink&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§xx&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+1 Satellite capacity for every two uplinks constructed adjacent to another.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Satellite Nexus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§26 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+1 Satellite capacity for every adjacent uplink.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;21d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generator&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§60&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§11 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+2 power for every adjacent power facility.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermo Generator&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§200&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§xx&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+2 power for every adjacent power facility.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Laboratory&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Each laboratory increases research speed by 20%.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§24 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% increase to research speed for every adjacent laboratory.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Workshop&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§26 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+7% refund on resources used when building vehicles, foundry projects and facilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§75&amp;lt;br/&amp;gt;3 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§20 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Containment&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§85&amp;lt;br/&amp;gt;5 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§18 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;7d&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=38929</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=38929"/>
		<updated>2012-10-13T21:56:26Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: Dr Vahlen blurb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; padding:20px;&amp;quot;&lt;br /&gt;
| [[Image:DrVahlen.png|thumb|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Research is the core of XCOM, we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Dr. Vahlen}}&lt;br /&gt;
Dr. Vahlen is the Chief Scientist assigned to the XCOM project. She leads the Research Team&#039;s efforts with great enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.{{Ref Close | source = XCOM Enemy Unknown, XCOM Database}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
&#039;&#039;Info on laboratories and bonuses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Nav Computer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs. || align=&amp;quot;center&amp;quot; | Salvage: UFO Flight Computer || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (20d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Satellite Nexus &amp;lt;br/&amp;gt; Research: New Fighter Craft &amp;lt;br/&amp;gt; Foundry: Stealth Satellites&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;New Fighter Craft&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.  || align=&amp;quot;center&amp;quot; | Research: Alien Nav Computer, UFO Power Source  || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 75 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: [[Firestorm_(EU2012)|Firestorm Interceptor]], Hover SHIV &amp;lt;br/&amp;gt; Research: Archangel Armor, EMP Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 30 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;UFO Power Source&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft. || align=&amp;quot;center&amp;quot; | Salvage: UFO Power Source ||  ||  || align=&amp;quot;center&amp;quot; | Facility: Elerium Power Generator &amp;lt;br/&amp;gt; Research: New Fighter Craft, Elerium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | Fast (3 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d) || align=&amp;quot;center&amp;quot; | Engineer: Nano-Fiber Vest &amp;lt;br/&amp;gt; Research: Experimental Warfare, Carapace Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging. || align=&amp;quot;center&amp;quot; | Research: Alien Materials &amp;lt;br/&amp;gt; Salvage: Alien Alloys || align=&amp;quot;center&amp;quot; | 10 Alloy || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (16d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Carapace Armor, Alloy SHIV&amp;lt;br/&amp;gt;Research: Skeleton Suit, Titan Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Skeleton Suit&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor || align=&amp;quot;center&amp;quot; | 15 Alloys || align=&amp;quot;center&amp;quot; | 16 Days on Normal with 16 Scientists &amp;lt;br/&amp;gt; (C+10) Slow (20d) || align=&amp;quot;center&amp;quot; | Engineer: Skeleton Suit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Titan Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own. || align=&amp;quot;center&amp;quot; | Research: Carapace Armor, Elerium || align=&amp;quot;center&amp;quot; | 15 Alloys &amp;lt;br/&amp;gt; 5 Elerium || align=&amp;quot;center&amp;quot; | 4 days on Normal with 45 scientists (Armor Research Credit) || align=&amp;quot;center&amp;quot; | Engineer: Titan Armor &amp;lt;br/&amp;gt; Research: Ghost Armor, Archangel Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, Hyperwave Communication || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Ghost Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Archangel Armor&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Research: Titan Armor, New Fighter Craft || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Engineer: Archangel Armor &amp;lt;br/&amp;gt; Foundry: Advanced Flight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Autopsies==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind? || align=&amp;quot;center&amp;quot; | Obtain Sectoid Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 12 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Uplink Targeting (AIM)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal? || align=&amp;quot;center&amp;quot; | Obtain Thin Man Corpse || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 16 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Improved Medikit&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend. || align=&amp;quot;center&amp;quot; | Obtain Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;3 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Defense Matrix (Dodge)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Muton_Autopsy_(EU2012)| Muton Autopsy]]&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat. || align=&amp;quot;center&amp;quot; | Obtain Muton Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Ammo Conservation&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible. || align=&amp;quot;center&amp;quot; | Obtain Chrysalid Corpse || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Chitin Plating&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Drone Wreck || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Drone Capture&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Cyberdisk Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | 1 Cyberdisk Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: UFO Tracking (Boost)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Berserker Corpse || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Combat Stims&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Sectopod Wreck || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Foundry: Advanced Construction&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Obtain Ethereal Corpse || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interrogations==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Sectoid Commander&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Sectoid Commander || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Psionic Lab &amp;lt;br/&amp;gt; Research credit: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Thin Man&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Thin Man || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation. || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Heavy Floater&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Heavy Floater || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  Research credit: Flight&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Berserker&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Berserker || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Muton&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Muton || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Research credit: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Interrogate Ethereal&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment || align=&amp;quot;center&amp;quot; | 1 Captured Ethereal || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Mind Shield &amp;lt;br/&amp;gt; Research credit: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Unknown || align=&amp;quot;center&amp;quot; | Research: [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 Weapon Fragments || align=&amp;quot;center&amp;quot; |  Unknown || align=&amp;quot;center&amp;quot; | Engineer: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Weapon Fragments&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: S.C.O.P.E. &amp;lt;br/&amp;gt; Research: Experimental Warfare, Beam Weapons, Plasma Weaponry &amp;lt;br/&amp;gt; Foundry: S.C.O.P.E. Upgrade&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments || align=&amp;quot;center&amp;quot; | 5 Alloy &amp;lt;br/&amp;gt;10 Weapon Fragments || align=&amp;quot;center&amp;quot; | (C+9) &#039;&#039;Slow (14d)&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;(C+10) Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Pistol, Laser Rifle &amp;lt;br/&amp;gt;Research: Precision Lasers, Heavy Lasers &amp;lt;br/&amp;gt; Foundry: Improved Pistol II&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Precision Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Laser Sniper Rifle, Scatter Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Lasers&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well. || align=&amp;quot;center&amp;quot; | Research: Beam Weapons || align=&amp;quot;center&amp;quot; | 5 Alloys&amp;lt;br/&amp;gt;5 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;5 Days on Normal with 19 Scientists with &amp;quot;Beam Weapons&amp;quot; credit&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Heavy Laser, Laser Cannon &amp;lt;br/&amp;gt; Foundry: SHIV Laser&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Our understanding of plama-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our... || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Plasma Pistol || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;16 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Plasma Pistol &amp;lt;br/&amp;gt; Foundry: Improved Pistol III&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Light Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor. || align=&amp;quot;center&amp;quot; | Research: Weapon Fragments &amp;lt;br/&amp;gt; Salvage: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 5 Elerium&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 Weapon Fragments || align=&amp;quot;center&amp;quot; | &#039;&#039;18 Days on Normal with 22 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | Engineer: Light Plasma Rifle &amp;lt;br/&amp;gt; Research: Plasma Rifle, Plasma Cannon&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device. || align=&amp;quot;center&amp;quot; | Research: Light Plasma Rifle || align=&amp;quot;center&amp;quot; | 10 Elerium &amp;lt;br /&amp;gt; 10 Alloys &amp;lt;br /&amp;gt; 40 Weapon Fragments || || align=&amp;quot;center&amp;quot; | Engineer: Plasma Rifle &amp;lt;br/&amp;gt; Research: Heavy Plasma, Plasma Sniper Rifle, Alloy Shotgun&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncategorized==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Project &lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Speed &amp;lt;br/&amp;gt; (Diff. + Scientists)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Result &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Xeno-Biology_(2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | If we must face the invaders in combat, then we must understand &#039;alien life&#039; as well as we do our own. || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 Sectoid Corpses || align=&amp;quot;center&amp;quot; | &#039;&#039;Normal (4 days)&#039;&#039; &amp;lt;br/&amp;gt; (C+5) &#039;&#039;Normal (8d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: Alien Containment &amp;lt;br/&amp;gt; Research: Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use. || align=&amp;quot;center&amp;quot; | Research: Alien Materials or Weapon Fragments || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | (C+5) &#039;&#039;Slow (12d)&#039;&#039; || align=&amp;quot;center&amp;quot; | Facility: The Foundry &amp;lt;br/&amp;gt; Engineer: Phoenix Cannon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Beserker (EU2012)|Beserker]]&lt;br /&gt;
*Beserker Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]] &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live aliens.  Each one reduces the time to complete associated projects by 50%.  List of research credits (incomplete).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Beam Weapons || [[Foundry (EU2012)|Foundry]]: S.C.O.P.E. Upgrade, S.H.I.V. Laser, Ammo Conservation, &amp;lt;br/&amp;gt;Research: Beam Weapons, Precision Lasers, Heavy Lasers || Sectoid&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Weaponry || Research: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], ? || Muton&lt;br /&gt;
|-&lt;br /&gt;
| Basic Armor Technology || Research: [[Carapace Armor (EU2012)|Carapace Armor]], Skeleton Suit || Floater&lt;br /&gt;
|-&lt;br /&gt;
| Armor Technology || Titan Armor || Berserker&lt;br /&gt;
|-&lt;br /&gt;
| UFO Technology || [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]],? || Thin man&lt;br /&gt;
|-&lt;br /&gt;
| All Technology || All? || Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=38928</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=38928"/>
		<updated>2012-10-13T21:53:24Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: Dr. Shen blurb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right; padding:20px;&amp;quot;&lt;br /&gt;
| [[Image:DrShen.png|thumb|Dr. Shen, XCOMs head of engineering.]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;STUB&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Dr. Shen}}&lt;br /&gt;
Dr. Raymond Shen is the Chief Engineer of the XCOM Project. Dr. Shen has proven to be an invaluable asset with his decades of experience. The XCOM project is lucky to have such a brilliant, dedicated, world renowned, award winning engineer at its disposal. Please note: This artificial intelligence was created by Dr. Shen.&lt;br /&gt;
{{Ref Close | source = XCOM Enemy Unknown, XCOM Database}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In XCOM Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&#039;&#039; Info on resources, cost &amp;amp; time&#039;&#039;&lt;br /&gt;
* Credits&lt;br /&gt;
* Elerium&lt;br /&gt;
* Alloys&lt;br /&gt;
&lt;br /&gt;
Manufactured items such as armour, weapons or vehicles have a base § cost, as well as a minimum number of engineers without which they cannot be built. If you have extra engineers above the minimum, this provides a cost discount. The rate of discount slows down as you have more and more engineers, and never goes above 50%.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of a manufactured item is:&lt;br /&gt;
&lt;br /&gt;
final cost = round down [ base cost x 0.5 x (1+ (engineers required / total engineers) ) ]&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&#039;&#039;Info on workshops and bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
&#039;&#039;Info on the Foundry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
&#039;&#039;Info about engineering projects.&#039;&#039;&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Items ===&lt;br /&gt;
* [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
* [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
* [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
* [[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
* [[Medikit (EU2012)|Medikit]]&lt;br /&gt;
* [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
* [[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
* [[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
* [[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
* [[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
* [[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
* [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]&lt;br /&gt;
* [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
* [[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
* [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
* [[Satellite (EU2012)|Satellite]]&lt;br /&gt;
* [[Alloy SHIV (EU2012)|Alloy SHIV]]&lt;br /&gt;
* [[SHIV (EU2012)|SHIV]]&lt;br /&gt;
* [[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
* [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
* [[Defence Matrix (dodge)]]&lt;br /&gt;
* [[Uplink Targeting (Aim)]]&lt;br /&gt;
&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Build Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Medikit (EU2012)|Medikit]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nano sutures and high-potency stimulants.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§25&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Immediate&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Vehicles&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Satellite (EU2012)|Satellite]] || align=&amp;quot;center&amp;quot; | &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§100&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;20d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Alloy SHIV (EU2012)|Alloy SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Alloys&#039;&#039;, &#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§75&amp;lt;br/&amp;gt;20 Alloys &amp;lt;br/&amp;gt;10 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[SHIV (EU2012)|SHIV]] || align=&amp;quot;center&amp;quot; | &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Heavy Weapons Platform (SHIV)&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;§45&amp;lt;br/&amp;gt;5 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
See also [[Base Facilities (EU2012)|Base Facilities]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Facilities&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Maintenance&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Bonus&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Duration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lift&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Required to access a level.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§50&amp;lt;br/&amp;gt;2 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§10 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Satellite Uplink&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§150&amp;lt;br/&amp;gt;5 Power&amp;lt;br/&amp;gt;10 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§xx&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+1 Satellite capacity for every two uplinks constructed adjacent to another.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Satellite Nexus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§300&amp;lt;br/&amp;gt;8 Power&amp;lt;br/&amp;gt;25 Engineers&amp;lt;br/&amp;gt;25x Alloys&amp;lt;br/&amp;gt;2x UFO Flight Computer&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§26 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+1 Satellite capacity for every adjacent uplink.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;21d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generator&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§60&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§11 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+2 power for every adjacent power facility.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;5d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermo Generator&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§200&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§xx&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+2 power for every adjacent power facility.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Laboratory&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Each laboratory increases research speed by 20%.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§125&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;6 Scientists&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§24 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+10% increase to research speed for every adjacent laboratory.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Workshop&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§130&amp;lt;br/&amp;gt;3 Power&amp;lt;br/&amp;gt;15 Engineers&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§26 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;+7% refund on resources used when building vehicles, foundry projects and facilities.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Foundry&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§75&amp;lt;br/&amp;gt;3 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§20 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;10d&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien Containment&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§85&amp;lt;br/&amp;gt;5 Power&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;§18 month&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;None.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;7d&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; References ==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Entropy_Launcher&amp;diff=38749</id>
		<title>Talk:Entropy Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Entropy_Launcher&amp;diff=38749"/>
		<updated>2012-10-12T22:23:29Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;However, it has been reported that agents only die from entropy launchers when their explosives detonate &#039;&#039;I haven&#039;t actually seen entropy launchers, could somone please confirm--[[User:(name here)|(name here)]] 14:20, 17 November 2007 (PST)?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The article already mentions it, but yes a lot of damage is caused mainly by exploding ammo and any area effect weapons when they are destroyed. &lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a missile, it can also cause impact damage on contact. This will kill you if your health drops to 0. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 20:21, 17 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
The article should also point out that the entropy clip looks like bollocks. For the lulz. [[User:Off the Rails|Off the Rails]] 18:23, 12 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Statstrings&amp;diff=38588</id>
		<title>Talk:Statstrings</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Statstrings&amp;diff=38588"/>
		<updated>2012-10-11T08:01:06Z</updated>

		<summary type="html">&lt;p&gt;Off the Rails: signed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Edit for clarity==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default configuration&amp;quot; example was literally the default configuration, copied verbatim from the xcomutil.conf file as it comes in the archive. Are you sure that this is valid syntax? Even if the pluses work just as well, I don&#039;t think we should present a &amp;quot;default conf&amp;quot; that has already been tampered with... --[[User:Schnobs|Schnobs]] 12:13, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I didn&#039;t realize that was taken verbatim right out of the code file.  If you&#039;re looking to have machine-readable examples, or examples right out of the file, feel free to revert it; my apologies.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:16, 22 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I tried to come up with an explanation of the syntax, but... Maybe someone whose english is better than mine should try his hand at this. &lt;br /&gt;
&lt;br /&gt;
An entry consists of two parts:&lt;br /&gt;
*first, the statstring that will be added to a soldiers&#039; name. It can be anything you like, but should better be short. &lt;br /&gt;
*second, the condition to trigger that string (like k:30-59), which itself is made up of two parts: a one-letter handle for the stat (like r for reactions or b for bravery), and the experience range.&lt;br /&gt;
&lt;br /&gt;
Note that these are &#039;&#039;ranges&#039;&#039;: lower boundary, dash, upper boundary. Either one can be omitted if the range should be open-end. So 30-50 means &amp;quot;from thirty to fifty&amp;quot;, -25 means &amp;quot;anything below 26&amp;quot; (and is equal to 0-25) and 60- means &amp;quot;sixty or higher&amp;quot; (equal to 60-255). 42, unsurprisingly, would mean &amp;quot;a value of exactly 42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not quite sure how some strings override others.--[[User:Schnobs|Schnobs]]&lt;br /&gt;
&lt;br /&gt;
:I can help with that, it&#039;s actually very simple. Single character strings accumulate. But any string with more than one character will end the search right there and no further strings will be added to the name. The strings are parsed in the order they are written in XcomUtil.cfg--[[User:Mannon|Mannon]] 15:42, 1 August 2008 (PDT)&lt;br /&gt;
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::Here&#039;s a related tip. If you really want multi character string that will not end statstrings you can still do it, it&#039;s just counterintuitive. You have to split each character of your string. For example if you wanted &amp;quot;Sct&amp;quot; for anybody that had high TU&#039;s. You just do each letter individually with the same criteria and keep the lines together in your strings so they won&#039;t get other stats between them. I did this with an older version of my StatStrings, but ditched it for character space. (I don&#039;t like having to chop down long last names to use my strings.) Example below.--[[User:Mannon|Mannon]] 15:55, 1 August 2008 (PDT)&lt;br /&gt;
 // Will produce &amp;quot;Sct&amp;quot; for any soldier with 80 or more TU&#039;s and will continue to accumulate strings after.&lt;br /&gt;
 S d:80-&lt;br /&gt;
 c d:80-&lt;br /&gt;
 t d:80-&lt;br /&gt;
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== Useful ==&lt;br /&gt;
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Very useful article, thanks guys. [[User:Spike|Spike]] 13:35, 1 February 2009 (CST)&lt;br /&gt;
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== Example ==&lt;br /&gt;
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I&#039;ve added another example. Please feel free to alter it if you can improve on the language. [[User:Off the Rails|Off the Rails]] 04:01, 11 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Off the Rails</name></author>
	</entry>
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