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		<id>https://temp.ufopaedia.org/index.php?title=OBDATA.DAT&amp;diff=14796</id>
		<title>OBDATA.DAT</title>
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		<updated>2008-03-19T19:13:09Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OBDATA.DAT&#039;&#039;&#039; is found in GEODATA and contains general information on objects found in the game, such as their accuracy and weight. It also contains template information regarding clip size; to hack dynamic [[Battlescape]] info on the number of rounds left in a particular item in play (or it&#039;s location etc), see [[OBPOS.DAT]].&lt;br /&gt;
&lt;br /&gt;
There are 80 records, each of which are 54 bytes long (a total of 4,320 bytes).&lt;br /&gt;
&lt;br /&gt;
There are 33 entries for corpses (or otherwise destroyed robots and vehicles), four per large unit, one per small unit. Furthermore there are 41 &amp;quot;object&amp;quot; entries (weapons etc) and 6 obsolete/unused entries (mostly unusable, and without valid name pointers in the executable).&lt;br /&gt;
&lt;br /&gt;
Values are presented in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, according to the offsets in each record (0 to 53).&lt;br /&gt;
&lt;br /&gt;
Note: If you hack OBDATA, you can have the game reload the data by entering or exiting the battlescape mode. This is true for the DOS version of X-Com (which switches between executables at these points), but the WinCE version may need to be entirely restarted.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;0-19:&amp;lt;/b&amp;gt; Name of object. Delimited by a null character. These are internal names... they all make sense, but are not the standardized names displayed in the game. Names and IDs (reference lookup numbers, including within OBDATA - see e.g. [26] to [28]):&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! Object !! Index !! Object !! Index !! Object&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;00/x00&amp;lt;/b&amp;gt; || PISTOL || &amp;lt;b&amp;gt;27/x1B&amp;lt;/b&amp;gt; || Flare || &amp;lt;b&amp;gt;54/x36&amp;lt;/b&amp;gt; || Floater Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;01/x01&amp;lt;/b&amp;gt; || PISTOL CLIP || &amp;lt;b&amp;gt;28/x1C&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;55/x37&amp;lt;/b&amp;gt; || Celatid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;02/x02&amp;lt;/b&amp;gt; || RIFLE || &amp;lt;b&amp;gt;29/x1D&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;56/x38&amp;lt;/b&amp;gt; || Silacoid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;03/x03&amp;lt;/b&amp;gt; || RIFLE CLIP || &amp;lt;b&amp;gt;30/x1E&amp;lt;/b&amp;gt; || empty || &amp;lt;b&amp;gt;57/x39&amp;lt;/b&amp;gt; || Chryssalid Corpse&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;04/x04&amp;lt;/b&amp;gt; || HEAVY CANNON || &amp;lt;b&amp;gt;31/x1F&amp;lt;/b&amp;gt; || CORPSE || &amp;lt;b&amp;gt;58/x3A&amp;lt;/b&amp;gt; || reaper corpse 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;05/x05&amp;lt;/b&amp;gt; || CANNON AP-AMMO || &amp;lt;b&amp;gt;32/x20&amp;lt;/b&amp;gt; || CORPSE &amp;amp; ARMOUR || &amp;lt;b&amp;gt;59/x3B&amp;lt;/b&amp;gt; || reaper corpse 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;06/x06&amp;lt;/b&amp;gt; || CANNON HE-AMMO || &amp;lt;b&amp;gt;33/x21&amp;lt;/b&amp;gt; || CORPSE &amp;amp; POWER SUIT || &amp;lt;b&amp;gt;60/x3C&amp;lt;/b&amp;gt; || reaper corpse 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;07/x07&amp;lt;/b&amp;gt; || CANNON I-AMMO || &amp;lt;b&amp;gt;34/x22&amp;lt;/b&amp;gt; || Heavy Plasma || &amp;lt;b&amp;gt;61/x3D&amp;lt;/b&amp;gt; || reaper corpse 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;08/x08&amp;lt;/b&amp;gt; || AUTO-CANNON || &amp;lt;b&amp;gt;35/x23&amp;lt;/b&amp;gt; || Heavy Plasma Clip || &amp;lt;b&amp;gt;62/x3E&amp;lt;/b&amp;gt; || cyber 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;09/x09&amp;lt;/b&amp;gt; || AUTO-CANNON AP-AMMO || &amp;lt;b&amp;gt;36/x24&amp;lt;/b&amp;gt; || Plasma Rifle || &amp;lt;b&amp;gt;63/x3F&amp;lt;/b&amp;gt; || cyber 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;10/x0A&amp;lt;/b&amp;gt; || AUTO-CANNON HE-AMMO || &amp;lt;b&amp;gt;37/x25&amp;lt;/b&amp;gt; || Plasma Rifle Clip || &amp;lt;b&amp;gt;64/x40&amp;lt;/b&amp;gt; || cyber 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;11/x0B&amp;lt;/b&amp;gt; || AUTO-CANNON I-AMMO || &amp;lt;b&amp;gt;38/x26&amp;lt;/b&amp;gt; || Plasma Pistol || &amp;lt;b&amp;gt;65/x41&amp;lt;/b&amp;gt; || cyber 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;12/x0C&amp;lt;/b&amp;gt; || ROCKET LAUNCHER || &amp;lt;b&amp;gt;39/x27&amp;lt;/b&amp;gt; || Plasma Pistol Clip || &amp;lt;b&amp;gt;66/x42&amp;lt;/b&amp;gt; || secto 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;13/x0D&amp;lt;/b&amp;gt; || SMALL ROCKET || &amp;lt;b&amp;gt;40/x28&amp;lt;/b&amp;gt; || BLASTER LAUNCHER || &amp;lt;b&amp;gt;67/x43&amp;lt;/b&amp;gt; || secto 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;14/x0E&amp;lt;/b&amp;gt; || LARGE ROCKET || &amp;lt;b&amp;gt;41/x29&amp;lt;/b&amp;gt; || BLASTER BOMB || &amp;lt;b&amp;gt;68/x44&amp;lt;/b&amp;gt; || secto 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;15/x0F&amp;lt;/b&amp;gt; || INCENDIARY ROCKET || &amp;lt;b&amp;gt;42/x2A&amp;lt;/b&amp;gt; || SMALL LAUNCHER || &amp;lt;b&amp;gt;69/x45&amp;lt;/b&amp;gt; || secto 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;16/x10&amp;lt;/b&amp;gt; || LASER PISTOL || &amp;lt;b&amp;gt;43/x2B&amp;lt;/b&amp;gt; || STUN MISSILE || &amp;lt;b&amp;gt;70/x46&amp;lt;/b&amp;gt; || hover 1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;17/x11&amp;lt;/b&amp;gt; || LASER GUN || &amp;lt;b&amp;gt;44/x2C&amp;lt;/b&amp;gt; || ALIEN GRENADE || &amp;lt;b&amp;gt;71/x47&amp;lt;/b&amp;gt; || hover 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;18/x12&amp;lt;/b&amp;gt; || HEAVY LASER || &amp;lt;b&amp;gt;45/x2D&amp;lt;/b&amp;gt; || ELERIUM-115 || &amp;lt;b&amp;gt;72/x48&amp;lt;/b&amp;gt; || hover 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;19/x13&amp;lt;/b&amp;gt; || GRENADE || &amp;lt;b&amp;gt;46/x2E&amp;lt;/b&amp;gt; || MIND PROBE || &amp;lt;b&amp;gt;73/x49&amp;lt;/b&amp;gt; || hover 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;20/x14&amp;lt;/b&amp;gt; || SMOKE GRENADE || &amp;lt;b&amp;gt;47/x2F&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;UNDEFINED &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;74/x4A&amp;lt;/b&amp;gt; || TANK1&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;21/x15&amp;lt;/b&amp;gt; || PROXIMITY GRENADE || &amp;lt;b&amp;gt;48/x30&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;75/x4B&amp;lt;/b&amp;gt; || TANK 2&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;22/x16&amp;lt;/b&amp;gt; || HIGH EXPLOSIVE || &amp;lt;b&amp;gt;49/x31&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt; empty &amp;lt;&amp;lt; || &amp;lt;b&amp;gt;76/x4C&amp;lt;/b&amp;gt; || TANK 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;23/x17&amp;lt;/b&amp;gt; || MOTION SCANNER || &amp;lt;b&amp;gt;50/x32&amp;lt;/b&amp;gt; || Sectoid Corpse || &amp;lt;b&amp;gt;77/x4D&amp;lt;/b&amp;gt; || TANK 4&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;24/x18&amp;lt;/b&amp;gt; || MEDI-KIT || &amp;lt;b&amp;gt;51/x33&amp;lt;/b&amp;gt; || Snakeman Corpse || &amp;lt;b&amp;gt;78/x4E&amp;lt;/b&amp;gt; || CIVM&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;25/x19&amp;lt;/b&amp;gt; || PSI-AMP || &amp;lt;b&amp;gt;52/x34&amp;lt;/b&amp;gt; || Ethereal Corpse || &amp;lt;b&amp;gt;79/x4F&amp;lt;/b&amp;gt; || CIVF&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;26/x1A&amp;lt;/b&amp;gt; || STUN ROD || &amp;lt;b&amp;gt;53/x35&amp;lt;/b&amp;gt; || Muton Corpse || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The names as displayed in battle are stored in [[ENGLISH2.DAT]], [[FRENCH2.DAT]] and [[GERMAN2.DAT]], hence allowing them to appear in multiple languages. The exact pointers as to which item has which name are stored in [[TACTICAL.EXE]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039; [[BIGOBS.PCK]] reference (pointer to graphic for inventory)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039; [[FLOOROB.PCK]] reference (pointer to graphic for item on ground)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039; Average Weapon Strength (Same as seen in [[UFOpaedia]]). For clip based weapons, this applies to the clip and &#039;&#039;not&#039;&#039; the weapon itself. Also note that if set to 0 the weapon will still &amp;quot;shoot&amp;quot; and the shot can still &amp;quot;hit&amp;quot;, registering with the hit counter at [[UNITREF.DAT]][81] and making an easy way to avoid any damage while testing (if so desired).&lt;br /&gt;
&lt;br /&gt;
Note that a (non-explosive) weapon will hit for between 0 and this*2 damage with each shot. For example, if you set it to 100, the weapon will deal between 0 and 200 points each time it is fired.&lt;br /&gt;
&lt;br /&gt;
For information on hacking explosives vs. their blast diameters and strength, see [[Explosions#Playing_With_Fire|this]]. It includes what happens if you change the Stun Bomb to HE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039; Display priority for when items are in a stack. The highest value here determines which will be rendered in the battlescape. In the case of a tie, the lowest ObPos record number wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039; Inventory X Size (width)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039; Inventory Y Size (height)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26-28:&#039;&#039;&#039; Look-up within OBDATA for ammo this weapon uses. Up to three types possible; 255 for no (more) ammo. Note that ammo always directly follows its weapon in this file.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039; Unknown. Apparently comparable to offset 30 on occasion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039; [[HANDOB.PCK]] reference (pointer to graphic for battlescape).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039; Ammo Damage Type&lt;br /&gt;
   0 AP&lt;br /&gt;
   1 IN&lt;br /&gt;
   2 HE&lt;br /&gt;
   3 Laser&lt;br /&gt;
   4 Plasma&lt;br /&gt;
   5 Stun&lt;br /&gt;
   6 Melee&lt;br /&gt;
   7 Acid Spit (from [[Celatid]])&lt;br /&gt;
 255 &#039;&#039;Not Ammo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039; Accuracy, Auto&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039; Accuracy, Snap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039; Accuracy, Aimed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Percent TUs are rounded down (truncated). In an extreme case, if you hack [[UNITREF.DAT]][25] (Base TUs) to 199 and Percent TUs to 1, you will need 1 TU to fire the weapon (and can make 199 shots per turn). Or to really make things interesting, set Base TUs to 99 and Percent TUs to 1 - now it takes &#039;&#039;&#039;zero&#039;&#039;&#039; TUs! Also, it relies on Base TUs, not current TUs, so if you e.g. put Base TUs at 99, Percent TUs at 1 (0 TUs per shot), and Current TUs at 255, you still get 255 TUs, with 0 TUs per shot, for the turn you load that savegame - excellent if you plan on reloading it for each round of testing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t set Percent TUs to 0. If you do, the object is no longer considered a weapon, and can only be thrown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039; Percent TUs Used, Auto&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039; Percent TUs Used, Snap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039; Percent TUs Used, Aimed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039; Primary use: Clip Size (for ammo; see [49]). Secondary use: Melee weapon strength, as follows:&lt;br /&gt;
&lt;br /&gt;
   0 All Corpses/Electroflare/Mind probe&lt;br /&gt;
   8 Pistol&lt;br /&gt;
  65 Stun Rod&lt;br /&gt;
  10 &#039;&#039;Everything else...&#039;&#039;&lt;br /&gt;
Tertiary use: Timer for &amp;quot;grenade&amp;quot;, if Grenade ([44]) is true. Only works if item is ammo ([49]). If it is then e.g. since Blaster has a 1 here (1 bomb per blaster &amp;quot;clip&amp;quot;), it will explode at end of turn 1 (if not being held in inventory).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;39:&#039;&#039;&#039; Possibly Melee-related Stat??&lt;br /&gt;
   0 All Corpses&lt;br /&gt;
   0 Plasma Pistol Clip&lt;br /&gt;
   5 Stun Rod&lt;br /&gt;
   9 Pistol and Pistol Clip&lt;br /&gt;
   8 &#039;&#039;Everything else...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SGW:&#039;&#039; Melee damage type?&lt;br /&gt;
   0 AP&lt;br /&gt;
   1 IN&lt;br /&gt;
   2 HE&lt;br /&gt;
   3 Laser or Gauss&lt;br /&gt;
   4 Plasma or Sonic&lt;br /&gt;
   5 Stun&lt;br /&gt;
   6 TFTD vibroblade damage (does not appear to be used in UFO)&lt;br /&gt;
   7 TFTD Electric damage (Bio Drone?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;40:&#039;&#039;&#039; Possibly Melee Accuracy?? Zombie [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=178# found] that changing this does not change the Stun Rod&#039;s 100% accuracy (nor does changing soldier Melee Accuracy). Thus the Stun Rod appears to be hard-wired to 100%. Has anyone tried editing this value with hacked melee weapons?&lt;br /&gt;
   0 All Corpses&lt;br /&gt;
   0 Electroflare&lt;br /&gt;
   0 Plasma Weapon Clips&lt;br /&gt;
 100 &#039;&#039;Everything else...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SGW:&#039;&#039; This &#039;&#039;&#039;is&#039;&#039;&#039; Melee Weapon Accuracy. For UFO Stun Rod the amount may be hard wired for 100%, but in TFTD this variable is valid and effective (though I don&#039;t know what kind of accuracy it uses - Aiming/Throwing?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;41:&#039;&#039;&#039; TU% when attacking as a melee weapon: (courtesy of NKF)&lt;br /&gt;
  50 Most objects&lt;br /&gt;
  30 Stun rod&lt;br /&gt;
  40 TFTD thermal tazer&lt;br /&gt;
  10 Vibroblade&lt;br /&gt;
  15 Thermal lance&lt;br /&gt;
  20 Heavy thermal Lance&lt;br /&gt;
   0 All Corpses&lt;br /&gt;
   0 Electroflare&lt;br /&gt;
   0 Plasma Weapon Clips&lt;br /&gt;
&lt;br /&gt;
So a summary of 39 to 41 looks like this:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;39&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;40&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;41&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Objects&amp;lt;/u&amp;gt;&lt;br /&gt;
    0    0    0   All Corpses/Plasma Pistol Clip&lt;br /&gt;
    5  100   30   Stun Rod&lt;br /&gt;
    8    0    0   Plasma Rifle Clip/Heavy Plasma Clip/Electroflare&lt;br /&gt;
    9  100   50   Pistol/Pistol Clip&lt;br /&gt;
 &lt;br /&gt;
    8  100   50   &#039;&#039;Everything else...&#039;&#039; (34 objects)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;42:&#039;&#039;&#039; Explosive strength needed to [[Explosions#Object_Destruction|destroy object]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;43:&#039;&#039;&#039; [[Item Weight]], used for both throwing and encumberance purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;44:&#039;&#039;&#039; Grenade Type&lt;br /&gt;
 1  Grenade, Alien Grenade, High Explosive&lt;br /&gt;
 2  Proximity Grenade&lt;br /&gt;
 3  Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;45:&#039;&#039;&#039; Maybe an abandoned bit field, all except the Elerium tick?:&lt;br /&gt;
&lt;br /&gt;
 0 All corpses and many human objects, including weapons and ammo&lt;br /&gt;
 1 All alien weapons and ammo but also several common human ammos and the pistol&lt;br /&gt;
 4 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;46:&#039;&#039;&#039; Boolean: Is Weapon That Shoots?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;47:&#039;&#039;&#039; Boolean: Is Weapon?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;48:&#039;&#039;&#039; Boolean: Is Non-Waypoint Weapon?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;49:&#039;&#039;&#039; Boolean: Is Ammo?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;50:&#039;&#039;&#039; Boolean: Is Two-Handed Weapon?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;51:&#039;&#039;&#039; Boolean: Is Blaster Launcher?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;52:&#039;&#039;&#039; Boolean: Is Alien?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;53:&#039;&#039;&#039; [[Scoring]] points (except for Elerium which works per 50 units).&lt;br /&gt;
&lt;br /&gt;
==Extra Notes==&lt;br /&gt;
Certain weapons have &amp;quot;unique&amp;quot; features, such as the motion scanner (which can, well, bring up the motion scanner display) and the stun rod (which is the only item in the game which you can actually use as a melee weapon).&lt;br /&gt;
&lt;br /&gt;
These properties are not configured in this file, but are instead defined by the game executable. Copying the stun rod ObData info to a different record number results in an item which can&#039;t be used to zap things.&lt;br /&gt;
&lt;br /&gt;
One way around this limitation is to stack two or more items in your soldiers hands (via hacking) - The action menu will then display a combination of both items abilities. This allows you to bludgeon things with a plasma rifle (for example).&lt;br /&gt;
&lt;br /&gt;
Laser weapons use no clips, but can still be fired. To give similar properties to other weapons you must remove their ammo type indexes (set offsets [26]-[28] to 255), give them a valid damage type (set offset [31] to a value from 0-7), and give them a power rating (set offset [22] to the average you want the weapon to deal).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[OBPOS.DAT]] - Stores positions of objects in a battlescape&lt;br /&gt;
* [[PRODUCT.DAT]] - Stores information on manufactuable items (Hours, Cost, etc.)&lt;br /&gt;
* [[PURCHASE.DAT]] - Stores buying and selling Information about most of these items&lt;br /&gt;
* [[UP.DAT]] - References items in this file for the UFOpaedia&lt;br /&gt;
* [[GEODATA]] - Parent Folder for file&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14795</id>
		<title>Item Destruction Table (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14795"/>
		<updated>2008-03-19T18:53:31Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the damage that must be done by an explosive weapon to destroy a given object.  Listed from most fragile objects to most durable and indestructible.&lt;br /&gt;
&lt;br /&gt;
Note: The Sonic Pulser, Magna-Pack Explosive, Particle Disturbance Grenade, and Magna-Blast Grenade have negative values for the amount of power needed to destroy them, making them effectively indestructible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Damage needed to destroy&lt;br /&gt;
|-&lt;br /&gt;
|X-Com Corpses&lt;br /&gt;
|0(any explosion)&lt;br /&gt;
|-&lt;br /&gt;
|Civilian Male Corpse&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|All items not listed&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Small alien corpses&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Hydro Jet Cannon clips&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Flare&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorous Torpedo&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Launcher&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pistol&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Gas Cannon clips&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|All Sonic weaponry and clips EXCEPT Sonic Pistol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Small and Large torpedoes&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Shok Bomb&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Torpedo&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Gauss weapon clips&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Dye Grenade&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Blast Grenade&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Particle Grenade&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pulser&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Pack Explosive&lt;br /&gt;
|150&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Explosions#Explosive Damage to Walls and Objects|Explosive weapons]] do 50% of average damage to items on the ground (adjusted for distance from ground zero). In addition, objects can only be destroyed by explosions with strength greater than the values in the table. These are the damage values versus objects for various weapons at ground zero:&lt;br /&gt;
&lt;br /&gt;
*[[Gas Cannon#Ammo Statistics|Gas Cannon HE rounds]]: 32.5&lt;br /&gt;
*[[Hydro-Jet Cannon#Ammo Statistics|Hydro-Jet Cannon HE rounds]]: 25&lt;br /&gt;
*[[Torpedo Launcher#Ammo Statistics|Small HE Torpedoes]]: 40&lt;br /&gt;
*Large HE Torpedoes: 45&lt;br /&gt;
*[[Magna-Blast Grenade]]: 25&lt;br /&gt;
*[[Magna-Pack Explosive]]: 50&lt;br /&gt;
*[[Particle Disturbance Grenade]]: 35&lt;br /&gt;
*[[Sonic Pulser]]: 60&lt;br /&gt;
*[[Disrupter Pulse Launcher]]: 100&lt;br /&gt;
&lt;br /&gt;
*[[Coelacanth/Aqua_Jet|Coelacanth Torpedoes]]: 45&lt;br /&gt;
*[[Displacer/PWT|Displace Pulse Wave Torpedoes]]: 70&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=14679</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=14679"/>
		<updated>2008-03-11T15:56:23Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* Alien Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the Win CE or Gold version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on the last two bytes, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=14678</id>
		<title>GEOSCAPE.EXE</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEOSCAPE.EXE&amp;diff=14678"/>
		<updated>2008-03-11T15:50:30Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* Alien Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &amp;quot;Geoscape&amp;quot; program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the WinCE version, GEOSCAPE and TACTICAL are one executable, &amp;quot;UFO Defense.exe&amp;quot;. Due to this confusion (what wiki pages place things on, when they&#039;re practically identical), currently GEOSCAPE, TACTICAL, and UFO Defense information appear here. (Unless and until someone wants to break everything up... then again, having highly related stuff in one place is a good thing.)&lt;br /&gt;
&lt;br /&gt;
Also see [[Versions]].&lt;br /&gt;
&lt;br /&gt;
= XCOM: UFO Defense (U.S. DOS) version 1.4 =&lt;br /&gt;
*Is 382,957 bytes long for the virgin 1.4 executable&lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 379,729. There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*If you have installed [[XcomUtil]], it may alter the length of GEOSCAPE. &#039;&#039;Does anybody have a modified version, so we can put the length here? --[[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
** My XCOM Util GEOSCAPE size is 415,271 --[[User:Pi Masta|Pi Masta]]&lt;br /&gt;
&lt;br /&gt;
= XCOM Windows Collector&#039;s Edition =&lt;br /&gt;
*Variously called the Win CE or Gold version on the wiki&lt;br /&gt;
*Is 495,616 bytes long &lt;br /&gt;
*Starting at byte 648, reads:&lt;br /&gt;
 XCOM: UFO Defense Gold Edition&lt;br /&gt;
 This awesome game was compiled on Sep  8 1999 at 08:57:11&lt;br /&gt;
 Copyright - 1999 Hasbro Interactive/MicroProse Software&lt;br /&gt;
 Party on dude.&lt;br /&gt;
*If you install XcomUtil, it separates your &#039;&#039;UFO Defense.exe&#039;&#039; into GEOSCAPE and TACTICAL executables. They are almost identical copies of &#039;&#039;UFO Defense.exe&#039;&#039;, however they start at the right place when run. This allows the game to closely mimick the Dos version by having its main loop run in a batch file. &lt;br /&gt;
*Has [[Alien_Stats|alien statistics]] starting at (non-offset) byte 480,145 (75391x). There are 33 records of 39 bytes each. No alien names, though.&lt;br /&gt;
*Has tank &amp;amp; inbuilt alien weapon stats at byte 447,868 (6D57Cx, see below).&lt;br /&gt;
*Has the copy protection codes written in the manual starting at byte 475,176 (74028x) (despite the fact that the game stopped asking for these prior to the Windows port!).&lt;br /&gt;
&lt;br /&gt;
= Alien Stats =&lt;br /&gt;
&lt;br /&gt;
This section is for the structure of the alien stats, as found in GEOSCAPE. For actual data and additional information, see the [[Alien_Stats|alien statistics]] page. Also see Zombie&#039;s excellent alien stats page at [http://www.strategycore.co.uk/xcom/pg/ufoalienstats StrategyCore]. &#039;&#039;(Have YOU made your StratCore and [http://www.xcomufo.com XCOMUFO] accounts yet?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alien stats are found as 33 records of 39 bytes each, in all versions of X-COM. They are identical in all versions. This data actually represents the &amp;quot;core&amp;quot; alien stats; modifiers are used to determine the final stats relative to game difficulty level. (In most, but not all, cases, the core stats are the same as the Beginner level stats.)&lt;br /&gt;
&lt;br /&gt;
Alien stats start in each version of X-COM at the following location. This is a byte &#039;&#039;count&#039;&#039;, not an offset; with counts, the first byte in the file is byte 1:&lt;br /&gt;
 &amp;lt;u&amp;gt;Version&amp;lt;/u&amp;gt;        &amp;lt;u&amp;gt;Location&amp;lt;/u&amp;gt;&lt;br /&gt;
 DOS 1.4         379,729  (GEOSCAPE.EXE)  &lt;br /&gt;
 WinCE Gold      480,145  (UFO Defense.exe)&lt;br /&gt;
 Playstation     501,212&lt;br /&gt;
 TFTD            486,930&lt;br /&gt;
&lt;br /&gt;
Alien names are not actually found in Geoscape; it just has 33 strings of data... the alien each string applies to has been inferred by matching against aliens in the game.&lt;br /&gt;
&lt;br /&gt;
The 39 bytes correspond to the following values. For the below, statements also apply to TFTD, since it&#039;s relevant to understanding the bytes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0:&#039;&#039;&#039;   Race - Corresponds to Unitref[000]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039;   Rank - Corresponds to Unitref[042]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[011]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039;   Can Fly - No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4:&#039;&#039;&#039;   TUs - Corresponds to Unitref[025]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5:&#039;&#039;&#039;   Health - Corresponds to Unitref[026]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6:&#039;&#039;&#039;   Energy - Corresponds to Unitref[027]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7:&#039;&#039;&#039;   Reactions - Corresponds to Unitref[028]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8:&#039;&#039;&#039;   Strength - Corresponds to Unitref[017]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9:&#039;&#039;&#039;   Firing Accuracy - Corresponds to Unitref[023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039;   Throwing Accuracy - Corresponds to Unitref[024]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11:&#039;&#039;&#039;   Melee Accuracy - Corresponds to Unitref[056]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12:&#039;&#039;&#039;   Front Armor - Corresponds to Unitref[029]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13:&#039;&#039;&#039;   Left Armor - Corresponds to Unitref[030]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14:&#039;&#039;&#039;   Right Armor - Corresponds to Unitref[031]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15:&#039;&#039;&#039;   Rear Armor - Corresponds to Unitref[032]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16:&#039;&#039;&#039;   Under Armor - Corresponds to Unitref[033]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[034]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18:&#039;&#039;&#039;   Energy Recharge - Corresponds to Unitref[035]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[036]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 1&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039; - Corresponds to Unitref[046]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[048] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;23:&#039;&#039;&#039;   &#039;&#039;Unknown&#039;&#039; - Corresponds to Unitref[052] (see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   &#039;&#039;Damage Modifier&#039;&#039; - Corresponds to which set of damage modifiers the creature uses (0-13) (see Damage Modifiers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Points&#039;&#039; - How many mission points are received for killing the alien (note, does not affect points for capture, for killing civilians, or killing Tanks/SWS&#039;s)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: For additional important info on bytes 22-23, see [[Talk:UNITREF.DAT]]. My notes below do not take that info into account. For the moment though I&#039;m leaving it as is. I sure wish we could figure the bytes out, and get rid of all the conjecture! - [[User:MikeTheRed|MikeTheRed]] 08:05, 6 November 2006 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Unitref bytes ([48] and [52]) and now Geoscape Core values have long stumped us hardcore X-Commies. The two bytes &amp;lt;b&amp;gt;always&amp;lt;/b&amp;gt; equal the same value for a given alien, including all aliens of the same race (the N&#039;s below). And, they&#039;re the same between Geoscape and Unitref. Clearly it must be important (or a goof!), but exactly what it is, who knows. Although this page is for X-COM, I&#039;ve included TFTD in the hopes it helps folks - but it&#039;s been so long since I&#039;ve played TFTD, I can&#039;t remember those units at all.&lt;br /&gt;
&lt;br /&gt;
How&#039;s this for a thought?... &lt;br /&gt;
 &amp;lt;u&amp;gt;Dimension&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Byte(s)&amp;lt;/u&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
        X     22&lt;br /&gt;
 &lt;br /&gt;
        Y     23&lt;br /&gt;
 &lt;br /&gt;
        Z     24  (top when standing)&lt;br /&gt;
              25  (top when kneeling)&lt;br /&gt;
              26  (bottom)&lt;br /&gt;
&lt;br /&gt;
Maybe they represent the &amp;quot;size in profile&amp;quot; (&amp;quot;width&amp;quot;), affecting likelihood to hit. A game could be tried with a target 20 squares away, set 22 and 23 alternately to 5 or 2 (or 1 or 0?), and see if it affects the successful shots percentage. 0 or even 1 might break the game, though.&lt;br /&gt;
&lt;br /&gt;
Also, how do these values (2 to 5) correlate with the &amp;quot;pixel drawings&amp;quot; of units? I can&#039;t seem to find that info at the moment... aren&#039;t units and tiles defined as something like 16x16x[[Height|28]]? If so, then perhaps the values (2 to 5) are multiplied by 3 or something to get their final &amp;quot;width&amp;quot; for bullet interception??  --[[User:MikeTheRed|MikeTheRed]] 05:20, 17 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I finally got the OSG (w00t!), and noticed the following: The section on weapon accuracy says (p. 221) that target size affects the chance to hit, and &amp;quot;the &#039;size&#039; of each alien is listed along with all other alien statistics in Chapter 9&amp;quot;. But the alien stats tables (p. 250 ff.) only lists Height as a possible &#039;size&#039; stat, and the text write-ups don&#039;t otherwise address &amp;quot;target size&amp;quot; with any precision. This discrepancy - that Chapter 8 talks about &#039;&#039;&#039;size&#039;&#039;&#039;, but Chapter 9 only has &#039;&#039;&#039;height&#039;&#039;&#039; - might (might!) mean there are more variables that determine target area size, but somehow they didn&#039;t make it to the alien stats tables.&lt;br /&gt;
&lt;br /&gt;
:The description for Height (p. 249) does say, &amp;quot;Taller creatures are easier to hit than short ones are. An alien with a height of 40, for example, is twice as easy to hit as an alien with a height of 20.&amp;quot; (Note: The tallest [[Height]] is actually 23. And also notice, Float is never mentioned.) This &#039;&#039;might&#039;&#039; mean only height affects this, or it could be read in a general way; other dimensions (X and Y in addition to Z) might also affect it.&lt;br /&gt;
&lt;br /&gt;
:Somebody should do some firing accuracy tests while hacking these potential X &amp;amp; Y bytes! But I still don&#039;t know how the values for [22] &amp;amp; [23] compare to what X-COM considers tile width... we know the Height byte accurately reflects the full range of possible values (0 to 23), but I doubt 5 is the full (pixel?) width of a tile. This might mean it&#039;s not width, then (or maybe [22] &amp;amp; [23] are added, or they are individually multiplied by 3 or something??) If anyone who knows about tile width could say something, I&#039;d appreciate it. --[[User:MikeTheRed|MikeTheRed]] 11:24, 1 October 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
In any event, here&#039;s a summary of bytes [22] and [23], in the hopes we can figure it out. They&#039;re always identical for a given race, and [22] always equals [23].&lt;br /&gt;
&lt;br /&gt;
                  &#039;&#039;&#039;X-COM                            TFTD&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
          &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;        &amp;lt;U&amp;gt;Value&amp;lt;/U&amp;gt;   &amp;lt;U&amp;gt;Alien&amp;lt;/U&amp;gt;           &amp;lt;U&amp;gt;N&amp;lt;/U&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
            2     Sectoid         6          2     Aquatoid        6   &lt;br /&gt;
                                                   Bio-Drone       1 &lt;br /&gt;
            3     Celatid         1                Tentaculat      1   &lt;br /&gt;
                  Chryssalid      1&lt;br /&gt;
                  Civilian        2          3     Calcinite       1   &lt;br /&gt;
                  Ethereal        3                Civilian        2   &lt;br /&gt;
                  Floater         6                Deep_One        1   &lt;br /&gt;
                  Muton           3                Gill_Man        4   &lt;br /&gt;
                  Snakeman        5                Tasoth          2   &lt;br /&gt;
 &lt;br /&gt;
            4     Cyberdisc       1          4     Coelacant       1   &lt;br /&gt;
                  Hovertank       1                Displacer       1   &lt;br /&gt;
                  Reaper          1                Hallucinoid     1   &lt;br /&gt;
                  Sectopod        1                Lobster_Man     5   &lt;br /&gt;
                  Tank            1                Triscene        1   &lt;br /&gt;
                                                   Xarquid         1 &lt;br /&gt;
            5     Silacoid        1  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;24:&#039;&#039;&#039;   Standing Height - Corresponds to Unitref[049]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25:&#039;&#039;&#039;   Kneeling Height - Corresponds to Unitref[050]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26:&#039;&#039;&#039;   Floating Height - Corresponds to Unitref[051]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;27:&#039;&#039;&#039;   [[Damage#Susceptible_to...|Damage Modifier]] Category - Corresponds to Unitref[055]&lt;br /&gt;
&lt;br /&gt;
This field is simply a look-up table, or more directly, a way to categorize the units into similar groups. The actual modifiers are listed elsewhere in the executable. A value of 1 indicates the second DM category, a value of 4 indicates the 5th, etc. The values of 2 and 3 are not seen in the alien stats as they refer to X-COM soldier armor info. I&#039;m not sure about 13 as the Zombie&#039;s stats haven&#039;t been found yet, but there is a category in the DM&#039;s for it.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Category&#039;&#039;&#039;    &#039;&#039;&#039;Unit Type(s)&#039;&#039;&#039;&lt;br /&gt;
     &#039;&#039;&#039;0&#039;&#039;&#039;      Not for units, but is used for Terrain and Items&lt;br /&gt;
     &#039;&#039;&#039;1&#039;&#039;&#039;      Civilian, Sectoid, Celatid, Floater&lt;br /&gt;
     &#039;&#039;&#039;2&#039;&#039;&#039;      Personal Armor&lt;br /&gt;
     &#039;&#039;&#039;3&#039;&#039;&#039;      Power Suit, Flying Suit&lt;br /&gt;
     &#039;&#039;&#039;4&#039;&#039;&#039;      Tanks, Hovertanks&lt;br /&gt;
     &#039;&#039;&#039;5&#039;&#039;&#039;      Snakemen&lt;br /&gt;
     &#039;&#039;&#039;6&#039;&#039;&#039;      Ethereal&lt;br /&gt;
     &#039;&#039;&#039;7&#039;&#039;&#039;      Muton&lt;br /&gt;
     &#039;&#039;&#039;8&#039;&#039;&#039;      Silacoid&lt;br /&gt;
     &#039;&#039;&#039;9&#039;&#039;&#039;      Chryssalid&lt;br /&gt;
    &#039;&#039;&#039;10&#039;&#039;&#039;      Reaper&lt;br /&gt;
    &#039;&#039;&#039;11&#039;&#039;&#039;      Sectopod&lt;br /&gt;
    &#039;&#039;&#039;12&#039;&#039;&#039;      Cyberdisc&lt;br /&gt;
    &#039;&#039;&#039;13&#039;&#039;&#039;      Zombie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;28:&#039;&#039;&#039;   Psi Skill - Corresponds to Unitref[037]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29:&#039;&#039;&#039;   Psi Strength - Corresponds to Unitref[057]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30:&#039;&#039;&#039;   Bravery (encoded) - Corresponds to Unitref[059]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31:&#039;&#039;&#039;   Motion scanner size - Corresponds to Unitref[061]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;32:&#039;&#039;&#039;   &#039;&#039;1 for Cyberdisc, 0 for all others including TFTD... isn&#039;t &amp;quot;Explodes&amp;quot;; the TFTD Bio-Drone also explodes...&#039;&#039; - Corresponds to Unitref[071]&lt;br /&gt;
&lt;br /&gt;
I edited the Cyberdisc&#039;s field to 0 and checked to see if it exploded. It still did. Obviously this field is for something else. I&#039;ll work on this some more. --[[User:Zombie|Zombie]] 20:15, 15 September 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33:&#039;&#039;&#039;   &#039;&#039;Unknown - Always 0&#039;&#039;  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;34:&#039;&#039;&#039;   Corpse type - Corresponds to Unitref[038]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;35:&#039;&#039;&#039;   Big unit (2x2)  No Corresponding Unitref offset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;36:&#039;&#039;&#039;   Victory point score - Corresponds to Unitref[039]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;37:&#039;&#039;&#039;   Aggression - Corresponds to Unitref[044]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;38:&#039;&#039;&#039;   Intelligence - Corresponds to Unitref[073]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This data was just put together working heavily with Zombie and his great SC [http://www.strategycore.co.uk/xcom/pg/ufoalienstats alien stats] page.&lt;br /&gt;
&lt;br /&gt;
= Country Labels =&lt;br /&gt;
Starting at offset 396480 (hex: 0x60CC0) are the records that contain the location of the labels for the country names on the world. In order they are X, Y, and English.dat index all signed short integers (6 bytes for each record). X should never be negative but between 0 and 2880, Y should be between -720 and 720 (See [[WORLD.DAT]]). The English.dat file, despite all other array indexes appears to start at 1 and not 0, thus a value of 611 in here represents index 610 in a zero based English.dat array. (It stands to reason that these work for the other language files as well)&lt;br /&gt;
&lt;br /&gt;
= File Templates =&lt;br /&gt;
There appears to be &#039;templates&#039; of some of the [[Saved Game Files|game files]] stored within this executable. Makes sense as initially no saved game files are present when installed. Here is a list of known positions and the corresponding file. Offsets are from DOS Version of the game patched with XComUtil&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Offset (Hex) !! Offset (Dec) !! Length (Bytes) !! File&lt;br /&gt;
|-&lt;br /&gt;
| 5AB28 || 371496 || 2112|| [[RESEARCH.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B5E0 || 374240 ||  272|| [[FACIL.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5B6F0 || 374512 || 1820|| [[PURCHASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5D894 || 383124 || 576 || [[DIPLOM.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5E48C || 386188 || 1392|| [[UP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5EB90 || 387984 ||   84|| [[ACTS.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| 5FAC0 || 391872 || 2336|| [[BASE.DAT]] &lt;br /&gt;
|-&lt;br /&gt;
| 5FBB8 || 392120 || 5200|| [[CRAFT.DAT]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possibly these are in-game data structures used to hold the current in-memory state, between game saves?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Detection Ranges =&lt;br /&gt;
&lt;br /&gt;
Detection ranges are hard coded into the executable at the following locations (Win CE / Gold edition):&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Platform&lt;br /&gt;
!Address&lt;br /&gt;
!Data bytes&lt;br /&gt;
!Hex&lt;br /&gt;
!Range&lt;br /&gt;
!nm&lt;br /&gt;
|-&lt;br /&gt;
|Aircraft||591EA||C8 00||x00C8||200||600&lt;br /&gt;
|-&lt;br /&gt;
|Hyperwave||59237||20 03||x0328||800||2400&lt;br /&gt;
|-&lt;br /&gt;
|Lg Radar||5926D||EE 02||x02EE||750||2250&lt;br /&gt;
|-&lt;br /&gt;
|Sm Radar||59278||F4 01||x01F4||500||1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patching &amp;quot;88 13&amp;quot; to these locations = x1388 = 5000 range units = 15,000 nm pretty much gives that platform visibility over the whole world. Of course Small Radar still only has a 10% detection chance per half hour.&lt;br /&gt;
&lt;br /&gt;
= Battlescape Terrain List =&lt;br /&gt;
&lt;br /&gt;
In the UFO CE executable, offset 476156 (743FCx) marks the beginning of the [[WORLD.DAT]] terrain to battlescape terrain conversion list. 13 double byte values.&lt;br /&gt;
&lt;br /&gt;
 02 00 01 00 01 00 01 00 01 00 07 00 02 00 06 00 06 00 08 00 00 00 02 00 08 00&lt;br /&gt;
&lt;br /&gt;
For example, a mission initiated in a GeoScape polygon of type 5 will be performed in battlescape terrain type 7 (mountains).&lt;br /&gt;
&lt;br /&gt;
Note that jungle (type 00) missions in the north will end up as forest missions, and forest (type 02) missions in the south will end up as jungle missions. See offset 10 in [[GEODATA.DAT]] for the full battlescape terrain list.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[TACTICAL.EXE]] - Sister executable used for Turn based strategy (merged with geoscape.exe in WinCE edition)&lt;br /&gt;
* [[UNITREF.DAT]] - Stats on current units (both XCOM and Alien) in play&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HackerTools&amp;diff=14677</id>
		<title>HackerTools</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HackerTools&amp;diff=14677"/>
		<updated>2008-03-11T15:39:37Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows comes with the simple but effective EDIT hex editor. To use it:&lt;br /&gt;
&lt;br /&gt;
* /Start /Run then enter EDIT&lt;br /&gt;
* Point to the game file of interest. This DOS tool has some old conventions such as: clicking on the two periods (..) at the top of the Directory list moves you up one directory level. Use Help (F1) for more info. Once you&#039;ve highlighted the file of interest,&lt;br /&gt;
* Checkmark &amp;quot;Open Binary&amp;quot;&lt;br /&gt;
* If you know the record length for your file of interest, enter it on &amp;quot;Line Width&amp;quot;. For example, SOLDIER.DAT has record lengths of 68. This causes file entries to &amp;quot;line up&amp;quot; and makes patterns obvious.&lt;br /&gt;
* If you&#039;re new to hacking, checkmark &amp;quot;Open Read-Only&amp;quot;. This prevents you from making changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Editing:&lt;br /&gt;
* The &amp;quot;Col&amp;quot; and &amp;quot;Value&amp;quot; info along the bottom bar show you the current byte column you&#039;re in, and its value. Use this when comparing your file against e.g. the [[SOLDIER.DAT]] and [[UNITREF.DAT]] wiki entries.&lt;br /&gt;
* Many folks talk about byte positions using &amp;lt;i&amp;gt;offsets&amp;lt;/i&amp;gt; (starts at 0, and is indicated by [square brackets]) whereas EDIT does not (starts with column 1). If the values don&#039;t seem to be jiving, try looking one column to the right (or left!).&lt;br /&gt;
* &amp;lt;b&amp;gt;WARNING:&amp;lt;/b&amp;gt; When you first start to edit, hit the Insert key &amp;lt;b&amp;gt;once&amp;lt;/b&amp;gt; to get the big block cursor. This puts you in Overwrite mode instead of Insert mode (the small underline cursor). Be VERY CAREFUL about hitting the Insert key again. Insert mode is a Very Bad Thing&amp;lt;i&amp;gt;(tm)&amp;lt;/i&amp;gt; for binary files. Inserting a byte moves every subsequent byte over by one, thus nuking position-based files (i.e., most XCOM files). If your game has gone south and you&#039;re SOL though, you might give it a shot... you never know what might happen!&lt;br /&gt;
* Likewise, be VERY CAREFUL about hitting keys like Delete, Backspace, or Enter. All these (and more!) mess with positionality. If you ever see that records aren&#039;t lining up, Close without saving!!&lt;br /&gt;
* To enter numeric values into a byte:&lt;br /&gt;
** Hold down an Alt key (either one)&lt;br /&gt;
** Using the NUMERIC KEYPAD (the numbers on right side of keyboard, not the ones along the top of keyboard), type in the number you want to enter. It doesn&#039;t matter if Numlock is on or off.&lt;br /&gt;
** Let go of the Alt key. In the case where your computer doesn&#039;t have a numeric keypad such as a laptop, you must press the function (Fn) key along with ALT in order to enter these values.&lt;br /&gt;
** The number will now be entered. However, for values less than 28, you have to go through special gyrations (these were &amp;quot;control characters&amp;quot; for DOS). First, hit Control-P (^P). Then:&lt;br /&gt;
*** For 0, hit ^2 (don&#039;t ask why)&lt;br /&gt;
*** For 1-26, hit ^A to ^Z. For example, ^A is 1, ^M is 13, ^Z is 26.&lt;br /&gt;
*** For 27, hit ^[&lt;br /&gt;
* A handy lookup table for numbers versus characters can be found as a .GIF [[Media:DOS_Chars_In_MsEdit.gif|here]] or the same thing in a .PDF [[Media:DOS_Chars_In_MsEdit.pdf|here]]&lt;br /&gt;
* If you see that your number makes a &amp;quot;regular&amp;quot; character (e.g. 65=A), you can also simply type in that character. However, the space character (number 32) looks just like a null character (number 0); don&#039;t use a space to mean zero!&lt;br /&gt;
* Make a copy of the file if you&#039;re unsure of what you&#039;re doing. EDIT prompts you about making a .BAK backup file when you save edits, which is a nice convenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also:&lt;br /&gt;
* Some savegame files store &#039;rubbish&#039; in a field that&#039;s not being used. For example, not all soldier and alien names are 25 characters long (26 including the null byte, value 00, that shows where it ends). You&#039;ll usually find rubbish stored in the columns past the name end. It can be the remains of old (longer) names, or might even be e.g. random Windows crap that was in that position in RAM when the file was last in memory. Garbage characters may also show up in e.g. fields that an alien doesn&#039;t use (but soldiers do). Don&#039;t worry about them... if there&#039;s no reason for the game to use them, they&#039;re meaningless.&lt;br /&gt;
* If you have a file open in EDIT, it is not locked by the system. You can keep the file open indefinitely even when the game is running and nothing strange will happen. Just make sure to save your changes so that they show up. In the case if the executable, it is always best to save and restart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another hex editor that some folks use is Hex Workshop by [http://www.bpsoft.com www.BPSoft.com]. Hex Workshop has the nice feature that you can make a &#039;structure library&#039; with the meaning (field name) of each byte, turning the file into a little database. You will see some of these definitions (.HSLs) in the game file wikis. Hex Workshop is free for 30 days and then costs $50 if you want to keep using it. While it has a number of nice features, it does have some drawbacks. Examples: 1) Its display field can&#039;t be more than 64 characters wide (unlike EDIT), so you can&#039;t do a &amp;quot;one row equals one record&amp;quot; display for e.g. SOLDIER.DAT (reclength 68) or UNITREF.DAT (reclength 124). Related to this, 2) although it&#039;s a &amp;quot;modern&amp;quot; Windows app, you can&#039;t e.g. go to some tiny font and see a lot more in your data display window (even though you probably have 1600x1200 screen rez as a L33T gamer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re on a budget, EDIT is a fine little tool. I, for one, once used Hex Workshop, but now exclusively use EDIT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; To make screen captures, see [[Info#Screenshots|this]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Another VERY useful hex editing program is the Universal Game Editor (UGE). It is a hex editor which displays numbers in digits instead of hex codes. It uses templates that can store variables found in the game files, so that they can be easily edited (including variables with 1, 2, or 4 bytes, or text entries).&lt;br /&gt;
&lt;br /&gt;
It can be found from a variety of locations using a search engine. The program is only about 400kb and is free to use (shareware with full capabilities, but has a reminder screen).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Game_Files]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=14676</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage&amp;diff=14676"/>
		<updated>2008-03-11T15:31:22Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; in XCOM comes in two major ways, and then there are some oddballs:&lt;br /&gt;
&lt;br /&gt;
*[[Weapons|Weapon]] (a.k.a. firearm or gun) damage, and&lt;br /&gt;
*[[Explosions|Explosive]] damage. &lt;br /&gt;
&lt;br /&gt;
Technically, explosives are weapons. But on this wiki, &amp;quot;weapons&amp;quot; usually means firearms, as separate from explosives - but use your judgement when reading any particular page. Still, on this Damage page and on the [[Explosions]] page, &amp;quot;weapons&amp;quot; always means firearms as opposed to explosives, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
Past these two types of damage, there are two important target classes: Units and Terrain. (A third target class is [[Explosions#Object_Destruction|objects on the ground]].) The application of force to these two targets types is different. A 2 x 2 table follows. Percents mean, &#039;&#039;&#039;percent of  weapon strength as shown in UFOpaedia&#039;&#039;&#039; (an important point):&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;u&amp;gt;Firearms&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Explosives&amp;lt;/u&amp;gt;&lt;br /&gt;
 Units       0%-200%    50%-150%&lt;br /&gt;
 Terrain    25%- 75%      50%&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
* For &#039;&#039;&#039;units&#039;&#039;&#039;, armor always reduces calculated damage, before any damage is applied. Units take damage that exceeds their armor and &amp;quot;remember&amp;quot; it, by having their health damaged.&lt;br /&gt;
* But &#039;&#039;&#039;terrain&#039;&#039;&#039; is unaffected unless damage is equal to or greater than its health rating, at which point it is simply destroyed. (This is sometimes called terrain&#039;s &amp;quot;armor&amp;quot; value, but for terrain, &amp;quot;armor&amp;quot; does not equate to the XCOM soldier sense of armor.) If terrain has &#039;&#039;not&#039;&#039; been outright killed by a particular shot or explosion, it stays at perfect health, unless and until some future damage exceeds its rating. Thus, terrain is either obliterated or in perfect health. Just the same, the XCOM programmers designed the game so that if terrain objects are &amp;quot;killed&amp;quot;, they usually turn into a &amp;quot;damaged&amp;quot; object. Here&#039;s where &amp;quot;melted walls&amp;quot; or &amp;quot;burnt corn fields&amp;quot; come into play. Still, even these latter are terrain objects which, in turn, can be destroyed if damage exceeds their rating. Once the &amp;quot;regular&amp;quot; and &amp;quot;dead&amp;quot; tile have both been killed, once sees raw earth at ground level, or nothing, at higher levels.&lt;br /&gt;
* As you can see from the table above, it&#039;s important to realize that the UFOpaedia shows &#039;&#039;average&#039;&#039; weapon strength versus units. And conversely, both weapons and explosives only impart &#039;&#039;half&#039;&#039; their UFOpaedia strength versus terrain. This is a fixed half, for explosives, and half on average, for firearms.&lt;br /&gt;
&lt;br /&gt;
Some units also have modifiers versus particular weapon classes, as shown below.&lt;br /&gt;
&lt;br /&gt;
The less common (but no less fun!) forms of damage are:&lt;br /&gt;
&lt;br /&gt;
* Stun damage, provided by the [[Stun Rod]] and [[Small Launcher|Stun Bomb]] and even [[Smoke Grenade|smoke]]. Oddly, the Stun Rod is the lone melee weapon in XCOM, and the [[Small Launcher|Small Launcher&#039;s]] stun bomb follows the rules of [[explosions|explosives]] for its blast pattern and tile &amp;quot;explosive&amp;quot; strength, but gives 0-200% stun damage at a given tile; see [[Small Launcher]] for more clarification.&lt;br /&gt;
* [[Incendiary]] damage is a complex but ultimately fairly weak type of damage.&lt;br /&gt;
* Objects dropped on the ground can only be destroyed by explosive damage, at particular fixed strengths as shown [[Explosions#Object Destruction|here]] .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wise X-COM commanders are mainly concerned about &#039;&#039;&#039;unit&#039;&#039;&#039; damage from &#039;&#039;&#039;weapons&#039;&#039;&#039; - explained in detail below. But see [[Explosions]] for more about explosions and terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Formula =&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039; Damage to Unit = (Weapon Damage &amp;amp;times; Damage Modifier) - Armour &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the bullet does negative or zero damage, then the bullet is ignored (for damage purposes, but you still get [[Firing Accuracy]] [[experience]] if it did hit). If the bullet does damage, then there&#039;s a chance that the armour plate that it struck will deteriorate by a few points, as shown [[Damage#Armor_vs._Health_Damage|below]]. &lt;br /&gt;
&lt;br /&gt;
That&#039;s the basic idea. Let&#039;s expand on the variables a bit:&lt;br /&gt;
&lt;br /&gt;
; Weapon Damage : Weapon damage will be a random number between 0 and two times the damage level of the weapon listed in the UFOpaedia. In reality, all of the damages listed in the UFOpaedia are the averages for the weapons. Note that the doubling of the damage is done before the modifiers are applied.&lt;br /&gt;
&lt;br /&gt;
(edit:  In TFTD, the listed weapon damage in the UFOpaedia is still the average damage caused, but the difference from UFO is that random weapon damage is rolled twice and averaged, which produces values which are more often closer to the average)&lt;br /&gt;
&lt;br /&gt;
; Damage Modifier : All units in the game will have various modifier levels for all the ammo types in the game. The modifier is simply a percentage multiplier that changes the weapon damage, for better or for worse. For more information, see the next section for specifics. &lt;br /&gt;
&lt;br /&gt;
; Armour : The armour section the bullet hit. This can be the front, rear or the left or right side armour for ballistic projectiles. Under armour can only be hit when the target is at or standing right next to the very [[Explosions#Distance_from_Ground_Zero|centre]] of an explosion from an area-effect weapon, otherwise it&#039;s treated as directional damage. To put it bluntly, armour is pure damage reduction.&lt;br /&gt;
&lt;br /&gt;
= Damage Modifiers =&lt;br /&gt;
&lt;br /&gt;
{{:Damage Modifiers}}&lt;br /&gt;
&lt;br /&gt;
For another way to view the same info above, see [[Kill_Modelling#Modifiers|this]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Damage Modifiers (TFTD)|TFTD Damage Modifiers]]&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adapted from [http://www.xcomufo.com/forums/index.php?act=ST&amp;amp;f=280&amp;amp;t=8701&amp;amp;st=37# Zombie&#039;s] kindly example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scenario:&#039;&#039;&#039; Beginner level Muton mission. Your soldier is carrying a normal Pistol and you want to know what is the chance that a Muton Soldier&#039;s front armor will absorb a direct hit without lowering health.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Vitals:&#039;&#039;&#039; &lt;br /&gt;
 Muton Soldier front armor = 10&lt;br /&gt;
 Muton Soldier health = 125&lt;br /&gt;
 Muton susceptibility to Armor Piercing ammo = 60%&lt;br /&gt;
 Pistol listed power = 26 (average)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Calculation:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 Max damage for a Pistol against a Muton is lowered due to susceptibility:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Modified max damage&#039;&#039;&#039; = INT(26 * 2 * 60 / 100)&lt;br /&gt;
                      = INT(52 * 60 / 100) &lt;br /&gt;
                      = INT(3120 / 100)&lt;br /&gt;
                      = INT(31.2)&lt;br /&gt;
                      = 31&lt;br /&gt;
 &lt;br /&gt;
 where 2 is the max modifier (200% of UFOpaedia listed power) and 60/100 is the damage modifier (60%)&lt;br /&gt;
&lt;br /&gt;
The range of values the Pistol can deal is 0 to 31 points of damage (or a range of 32 different values). The equation&#039;s steps are shown because XCOM&#039;s math sometimes leads to slightly unexpected values in [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;view=findpost&amp;amp;p=41445 subsequent] steps. &lt;br /&gt;
&lt;br /&gt;
The Muton Soldier has a front armor rating of 10. It will absorb up to this much damage without changing health. In other words, it will negate the first 10 points of damage a Pistol can dish out (0-10; 11 possible values). Since the Pistol has a range of 32 possible values, the probability that a direct hit will be blocked by Muton armor is simply 11 / 32 = &#039;&#039;&#039;34.4%&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Okay, say you want to know the probability of doing damage to a Muton&#039;s health. The pistol still has 32 values, but instead of absorption we want penetration. 10 points of damage is absorbed, so we need at least 11 to penetrate. 32 - 11 = 21 values which will breach. 21 / 32 = &#039;&#039;&#039;65.6%&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
21 is also the maximum number of damage points which might be deducted from the Muton&#039;s health. Assuming the Muton was initially uninjured, in the worst case (for him!) he will have an ending health of 125 - 21 = &#039;&#039;&#039;104&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On average, there will be 15.5 damage dealt (0-31). Then armor (10) reduces this to an actual (penetrating) average damage of &#039;&#039;&#039;7.22&#039;&#039;&#039;. (It&#039;s not simply 15.5-10=5.5 because initial damage that&#039;s less than ten becomes zero penetrating damage, not negative penetrating damage. The removal of these negative values causes the expected average to rise, as it were.)&lt;br /&gt;
&lt;br /&gt;
If you need precision while testing, note that the game applies truncation &#039;&#039;after&#039;&#039; making its damage roll. It does not first determine the maximum (including damage modifiers), and then roll randomly/evenly from 0 up to the maximum, per se. To wit: if you hack a pistol to an average damage strength of 1, there would not be an overall roll of 0 to a maximum of 1 (with average damage of &#039;&#039;&#039;&#039;&#039;0.5&#039;&#039;&#039;&#039;&#039;) as might be implied from the Muton-versus-AP example above. Instead, there is a roll of 0, 1, or 2, to which the .6 modifier is applied. Only a roll of 2 results in non-zero damage (INT(2x60/100)= INT(1.2)= 1), and the Muton only takes an average of &#039;&#039;&#039;&#039;&#039;0.33&#039;&#039;&#039;&#039;&#039; damage, not 0.5. Usually this effect is insignificant relative to the large damage values found in the game, but it could matter in testing situations involving very low damage strengths. It also means you need to take into account all possible values versus individual truncation effects, if you want an ultra-precise listing of e.g. how often armor is breached.&lt;br /&gt;
&lt;br /&gt;
= Armor vs. Health Damage =&lt;br /&gt;
&lt;br /&gt;
When there is &#039;&#039;&#039;penetrating&#039;&#039;&#039; damage (i.e., damage is &amp;gt;0 and not all blocked by armor), Health and Armor Damage have a very simple relationship:&lt;br /&gt;
&lt;br /&gt;
  &#039;&#039;&#039;Health Damage&#039;&#039;&#039; = 10 * Armor Damage, minus 1 to 10&lt;br /&gt;
 &lt;br /&gt;
 Or the other way around:&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Armor Damage&#039;&#039;&#039; = INT( Health Damage / 10 ) + 1&lt;br /&gt;
 &lt;br /&gt;
 In table form:&lt;br /&gt;
 &lt;br /&gt;
 Armor  &amp;lt;u&amp;gt;Health Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Damage&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
    0      0    0&lt;br /&gt;
    1      1    9&lt;br /&gt;
    2     10   19&lt;br /&gt;
    3     20   29&lt;br /&gt;
    4     30   39&lt;br /&gt;
    5     40   49&lt;br /&gt;
    6     50   59&lt;br /&gt;
    7     60   69&lt;br /&gt;
    8     70   79&lt;br /&gt;
    9     80   89&lt;br /&gt;
        etc.&lt;br /&gt;
&lt;br /&gt;
Of course, this assumes armor is not zeroed out by the hit. Also note that you will always have armor damage if you have health damage and vice-versa, if there was damage penetration. Stated another way, you will never have armor damage if you don&#039;t have health damage (i.e., when there is insufficient damage to breach the armor).&lt;br /&gt;
&lt;br /&gt;
You will see this health/armor relationship if you watch damage from individual hits. However, the relationship is muddied if you only look at a unit after a number of hits (or, of course, if armor is broken through). The most extreme example would be if a unit were hit with e.g. five hits of 1 penetrating damage point each. The unit would have 5 health damage and 5 armor damage, which would appear contrary to the above table.&lt;br /&gt;
&lt;br /&gt;
This relationship has been been tested for a wide variety of explosions and some light weapons vs. Mutons, and some hits on soldiers. It has not otherwise been widely tested, but is presumed true unless/until found otherwise.&lt;br /&gt;
&lt;br /&gt;
As stated, the above is for damage that &#039;&#039;&#039;penetrates&#039;&#039;&#039;. It is possible for hits (guns or explosions) to do zero damage. This happens on the rare occasion that a weapon damage roll is actually zero, or, much more commonly, when armor has blocked all the damage. You still get an experience point toward [[Firing Accuracy]] if damage fails to penetrate. You only have to hit the target(s) to get Firing experience; there doesn&#039;t have to be damage.&lt;br /&gt;
&lt;br /&gt;
For Health Damage versus Fatal Wounds, see [[Fatal_Wounds#Probability_of_Fatal_Wounds]].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Firing Accuracy]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14675</id>
		<title>Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14675"/>
		<updated>2008-03-11T15:22:14Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* &amp;#039;&amp;#039;&amp;#039;Susceptible to...&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Damage Modifiers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vulnerable to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Hallucinoid         170%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Tentaculat          150%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              120%&lt;br /&gt;
     Deep One            110%&lt;br /&gt;
     Gill Man            110%&lt;br /&gt;
     Calcinite           110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Lobsterman          200%&lt;br /&gt;
     Unarmored Soldier   160%&lt;br /&gt;
     Civilian            160%&lt;br /&gt;
     Aquatoid            160%&lt;br /&gt;
     Xarquid             145%&lt;br /&gt;
     Deep One            120%&lt;br /&gt;
     Gill Man            120%&lt;br /&gt;
     Plastic Aqua Armor  120%&lt;br /&gt;
     Ion Armor           110%&lt;br /&gt;
     Magnetic Ion Armor  110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
     Triscene            110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Unarmored Soldier   150%&lt;br /&gt;
     Civilian            150%&lt;br /&gt;
     Bio-Drone           120%&lt;br /&gt;
     Plastic Aqua Armor  110%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resistant to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Armor Piercing&#039;&#039;&#039;&lt;br /&gt;
     Bio-Drone          95%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Plastic Aqua Armor 90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Tasoth             80%&lt;br /&gt;
     Tentaculat         80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
     Lobsterman         20%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Bio-Drone          40%&lt;br /&gt;
     Tasoth             40%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
     Ion Armor           0%&lt;br /&gt;
     Magnetic Ion Armor  0%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Deep One           80%&lt;br /&gt;
     Hallucinoid        70%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Gauss&#039;&#039;&#039;&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Tentaculat         90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Hallucinoid        80%&lt;br /&gt;
     Triscene           80%&lt;br /&gt;
     Ion Armor          70%&lt;br /&gt;
     Magnetic Ion Armor 70%&lt;br /&gt;
     Tasoth             70%&lt;br /&gt;
     Xarquid            70%&lt;br /&gt;
     Bio-Drone          60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Ion Armor          90%&lt;br /&gt;
     Magnetic Ion Armor 90%&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Lobsterman         50%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Calcinite          80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Deep One            0%&lt;br /&gt;
     Gill Man            0%&lt;br /&gt;
     Tasoth              0%&lt;br /&gt;
     Calcinite           0%&lt;br /&gt;
     Tentaculat          0%&lt;br /&gt;
     Lobsterman          0%&lt;br /&gt;
     Xarquid             0%&lt;br /&gt;
     Hallucinoid         0%&lt;br /&gt;
     Triscene            0%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Susceptible to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;80%&amp;quot; {{StdCenterTable}}&amp;gt;&lt;br /&gt;
		&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ammo Type&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th colspan=&amp;quot;14&amp;quot;&amp;gt;Damage Modifier Category&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr{{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;0&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;1&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;2&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;3&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;6&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;7&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;11&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;12&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;13&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Armour Piercing&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Incendiary&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;High-Explosive&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Gauss&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Sonic&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Stun(Freeze)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Drill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;145&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Electric Shock&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 &amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect.&lt;br /&gt;
&lt;br /&gt;
(For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file, preceded directly by the decimal variable &amp;quot;26&amp;quot;. They are listed in left to right order, using the table above as a reference - in groups of 14 variables for each ammo type. Each variable is separated by a &amp;quot;0&amp;quot;, which may indicate they are actually 2-byte variables.) &lt;br /&gt;
&lt;br /&gt;
The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Column !! Unit Type(s)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039; || Terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || Unarmored Soldiers, Civilians, Aquatoids, Zombies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || Plastic Aqua Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || Ion Armor and Magnetic Ion Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || SWS&#039;s and Displacers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || Deep One.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || Gill Man.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || Tasoth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || Calcinite.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || Tentaculat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || Lobsterman.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11&#039;&#039;&#039; || Xarquid and Bio-Drone.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;12&#039;&#039;&#039; || Hallucinoid.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;13&#039;&#039;&#039; || Triscene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: SWS and Displacer damage modifiers are not shown in the Official Strategy Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14674</id>
		<title>Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14674"/>
		<updated>2008-03-11T15:17:40Z</updated>

		<summary type="html">&lt;p&gt;Sirgalahadwizard: /* &amp;#039;&amp;#039;&amp;#039;Susceptible to...&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Damage Modifiers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vulnerable to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Hallucinoid         170%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Tentaculat          150%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              120%&lt;br /&gt;
     Deep One            110%&lt;br /&gt;
     Gill Man            110%&lt;br /&gt;
     Calcinite           110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Lobsterman          200%&lt;br /&gt;
     Unarmored Soldier   160%&lt;br /&gt;
     Civilian            160%&lt;br /&gt;
     Aquatoid            160%&lt;br /&gt;
     Xarquid             145%&lt;br /&gt;
     Deep One            120%&lt;br /&gt;
     Gill Man            120%&lt;br /&gt;
     Plastic Aqua Armor  120%&lt;br /&gt;
     Ion Armor           110%&lt;br /&gt;
     Magnetic Ion Armor  110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
     Triscene            110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Unarmored Soldier   150%&lt;br /&gt;
     Civilian            150%&lt;br /&gt;
     Bio-Drone           120%&lt;br /&gt;
     Plastic Aqua Armor  110%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resistant to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Armor Piercing&#039;&#039;&#039;&lt;br /&gt;
     Bio-Drone          95%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Plastic Aqua Armor 90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Tasoth             80%&lt;br /&gt;
     Tentaculat         80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
     Lobsterman         20%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Bio-Drone          40%&lt;br /&gt;
     Tasoth             40%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
     Ion Armor           0%&lt;br /&gt;
     Magnetic Ion Armor  0%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Deep One           80%&lt;br /&gt;
     Hallucinoid        70%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Gauss&#039;&#039;&#039;&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Tentaculat         90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Hallucinoid        80%&lt;br /&gt;
     Triscene           80%&lt;br /&gt;
     Ion Armor          70%&lt;br /&gt;
     Magnetic Ion Armor 70%&lt;br /&gt;
     Tasoth             70%&lt;br /&gt;
     Xarquid            70%&lt;br /&gt;
     Bio-Drone          60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Ion Armor          90%&lt;br /&gt;
     Magnetic Ion Armor 90%&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Lobsterman         50%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Calcinite          80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Deep One            0%&lt;br /&gt;
     Gill Man            0%&lt;br /&gt;
     Tasoth              0%&lt;br /&gt;
     Calcinite           0%&lt;br /&gt;
     Tentaculat          0%&lt;br /&gt;
     Lobsterman          0%&lt;br /&gt;
     Xarquid             0%&lt;br /&gt;
     Hallucinoid         0%&lt;br /&gt;
     Triscene            0%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Susceptible to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;80%&amp;quot; {{StdCenterTable}}&amp;gt;&lt;br /&gt;
		&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ammo Type&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th colspan=&amp;quot;14&amp;quot;&amp;gt;Damage Modifier Category&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr{{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;0&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;1&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;2&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;3&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;6&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;7&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;11&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;12&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;13&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Armour Piercing&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Incendiary&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;High-Explosive&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Gauss&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Sonic&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Stun(Freeze)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Drill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;145&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Electric Shock&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 &amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect. For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file.&lt;br /&gt;
&lt;br /&gt;
The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Column !! Unit Type(s)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039; || Terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || Unarmored Soldiers, Civilians, Aquatoids, Zombies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || Plastic Aqua Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || Ion Armor and Magnetic Ion Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || SWS&#039;s and Displacers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || Deep One.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || Gill Man.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || Tasoth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || Calcinite.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || Tentaculat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || Lobsterman.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11&#039;&#039;&#039; || Xarquid and Bio-Drone.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;12&#039;&#039;&#039; || Hallucinoid.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;13&#039;&#039;&#039; || Triscene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: SWS and Displacer damage modifiers are not shown in the Official Strategy Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Sirgalahadwizard</name></author>
	</entry>
</feed>