<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skatebail</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Skatebail"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Skatebail"/>
	<updated>2026-05-01T04:38:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39550</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39550"/>
		<updated>2012-10-18T00:30:14Z</updated>

		<summary type="html">&lt;p&gt;Skatebail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Rookie psionics=====&lt;br /&gt;
* Current: Rookies who have psionics get a diamond-shaped emblem like other Classes, but with a question mark.  However, the emblem is white rather than having the purple glow normally shown for Squaddies+ who have psionics.&lt;br /&gt;
* Suggestions: Something more polished than the question mark would look nice and a purple glow would make it consistent with the rest of your squad.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Soldier character traits (revealed after certain rank is achieved), which would have some up and down sides (i.e. &amp;quot;Loner&amp;quot; - bonus to Aim when no allies in a certain radius and a penalty for having someone around.). These could also be &amp;quot;dynamic&amp;quot; and change as the soldier&#039;s rank goes higher.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Rookie soldiers could have a Will bonus when a high rank soldier is within a certain radius.&lt;br /&gt;
* Fatal wounds (untreatable). Soldier has 1 round to live. Could be used in conjunction with character traits.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Skatebail</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bugs_(EU2012)&amp;diff=39536</id>
		<title>Bugs (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bugs_(EU2012)&amp;diff=39536"/>
		<updated>2012-10-17T23:06:04Z</updated>

		<summary type="html">&lt;p&gt;Skatebail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place to document bugs.  In this case, bugs are errors that make the game work otherwise than intended.  This is not the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.  Those suggestions should go in [[Mods (EU2012)|Mods]].  Also, consider posting the bug on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom=====&lt;br /&gt;
* Effect: Clicking on the geoscope (the globe, not the &amp;quot;Mission Control&amp;quot; button) has no effect when any of the game characters are talking (voice over, text and their icon on the top right corner).&lt;br /&gt;
* Cause: Unknown, clicking is back to normal after the character is done talking and the text with the icon disappear.&lt;br /&gt;
&lt;br /&gt;
=====&amp;quot;satellite down&amp;quot;=====&lt;br /&gt;
* Effect: When I was in the Situation Room, Central popped up and said &amp;quot;satellite down&amp;quot;.  I had not lost any satellites.  I was maxed out before and after the announcement.&lt;br /&gt;
* Cause: Shortly before I had lost an Interceptor, so perhaps that or the remaining alien craft somehow triggered the sound bite.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room zoom=====&lt;br /&gt;
* Effect: Sometimes clicking on the Situation Room button changes the Situation Room from just its 2D map to the colorful panic levels and such, but the camera remains stuck out at the pan-across-the-facility level.  You can click again, on either the button or the room, and it zooms in fine.&lt;br /&gt;
* Cause: Unknown.&lt;br /&gt;
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread. &lt;br /&gt;
&lt;br /&gt;
=====underground revival=====&lt;br /&gt;
* Effect: A soldier was shot unconscious in the corner of a tall dirt berm (full cover).  I ran my Support near, leaving the corner space open where the body was lieing, but somehow the unit revived inside the dirt / under the elevated ground.  The next turn he was able to move and climbed over like a wall.&lt;br /&gt;
* Cause: Unknown.&lt;br /&gt;
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.&lt;br /&gt;
&lt;br /&gt;
=====grayed out buttons=====&lt;br /&gt;
* Effect: Rarely, a button is grayed out when it should be available.  For example, starting in the Barracks looking at a Rookie, you can scroll onto a Sgt. or higher and sometimes the nickname button does not light up.  If you leave and then come back in on that Sgt.+ it will be available again.  This is also happening occassionally in combat with the fire button, though there the button still works by either mouse clicking or hitting the corresponding key (default = 1).&lt;br /&gt;
* Cause: Unknown.&lt;br /&gt;
* Status: reported on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.&lt;br /&gt;
&lt;br /&gt;
=====Disabling Shot vs Overwatch Aliens=====&lt;br /&gt;
* Effect: Weapon is disabled on the alien&#039;s next turn as per usual, but the alien can take an unlimited number of reaction shots during the player&#039;s turn.  After discovering the bug (3 HP sectoid fired 5 reaction shots in a single turn at 3 different targets) was able to duplicate it on at least two other occasions.&lt;br /&gt;
* Cause: An alien ends its turn on overwatch.  On your turn, you use a sniper to disable the alien&#039;s weapon... either to close the distance to kill it or to stun it.&lt;br /&gt;
* Status: Reported on XCOM 2k forum master bug thread.&lt;br /&gt;
&lt;br /&gt;
=====Aliens teleporting=====&lt;br /&gt;
* Effect: Alien squads (unprovoked) are not actually moving around the map, but teleporting short distances, which can be witnessed with use of battle scanner, for example. Side effects include enemy squads appearing right on top of your troops, or inside a ring of soldiers. Also, you may notice on terror missions a civilian dying, while next turn you find last enemy squad on the map - a squad of 2 drones and a sectopod far away from that point. Also, sometimes, rarely though, even &amp;quot;provoked&amp;quot; aliens suddenly teleport on top of your troops.&lt;br /&gt;
* Cause: Aside from obvious lazy programming on developer&#039;s side, no discernable ways to reproduce the bug - seems to be totally random (can happen only with mobile squads, of course)&lt;br /&gt;
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.&lt;br /&gt;
&lt;br /&gt;
=====Movement into occupied tiles and dirt=====&lt;br /&gt;
* Effect: Sometimes, movement into a tile occupied by another soldier is allowed, putting two soldiers into a single tile. They both continue to function normally. Sometimes, when landing in a flying suit, your soldier will fall through the ground, appearing dug in the dirt (head popping), rendering him immobile for remainder of the mission. &lt;br /&gt;
* Cause: Unknown, but if you happen to be able to target occupied tile with movement command, it remains so until that soldier moves, so when bug is triggered, it is reproduceable.&lt;br /&gt;
* Status: Reported on XCOM 2k forum master bug thread, with saves attached.&lt;br /&gt;
&lt;br /&gt;
=====Grappling hoook malfunction=====&lt;br /&gt;
* Effect: Grappling hook can do all sorts of wierd things on you. Sometimes, you will teleport to a different tile after hook animation plays (teleportation happens when your soldier takes his weapon out, staying on the target tile). Sometimes, hook will simply fail - your soldier will return back to his starting position. Reloading may or may not fix the bug.&lt;br /&gt;
* Cause: Unknown, usually not reproduced on reload.&lt;br /&gt;
&lt;br /&gt;
=====Armor change clipping=====&lt;br /&gt;
* Effect: Often times when you upgrade your armor the previous armor will still exist on your soldier, causing the two to be together at once and cause a distorted, clipping armor effect. Usually this can be fixed by changing the armor deco (when this happens it defaults to deco 0), however with singular style armors such as the archangel there&#039;s no way to change its deco, meaning you&#039;re stuck with the effect on your armor.&lt;br /&gt;
* Cause: Unknown&lt;br /&gt;
&lt;br /&gt;
=====Immobile after fall &amp;amp; revive=====&lt;br /&gt;
[[File:Immobile (EU2012).jpg|right|300px]]&lt;br /&gt;
* Effect: A soldier was shot unconscious and fell from the top of a train car onto an adjacent wooden box.  When revived, the unit could take action but could not move.&lt;br /&gt;
* Cause: Probably something related to an unregistered change in position from the train car to the box.  In the image it appears the game thinks he should be up in midair instead of down on the box, which may also contribute to not being able to move (from midair).&lt;br /&gt;
* Status: Replied on the [[http://forums.2kgames.com/showthread.php?149231-Dedicated-Bug-Reports dedicated bug reports]] 2K thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Archive==&lt;br /&gt;
Bugs that have been fixed in a [[Patches (EU2012)|Patch]].&lt;br /&gt;
&lt;br /&gt;
=====&#039;ghost&#039; SHIV=====&lt;br /&gt;
* Effect: I built a normal SHIV in the Foundry and it was available to view in the Soldier list, but the SHIV itself was not there, just it&#039;s stats and the panel of buttons to the left (only dismantle was available) with an empty platform.  Coincidentally, I could not load the SHIV in the squad prep screen for a mission.&lt;br /&gt;
* Cause: Unknown, maybe building multiple SHIVs at the same time in the Foundry.  Barracks had plenty of room and both an Alloy SHIV and a Hover SHIV were present so those could coexist in the Barracks.&lt;br /&gt;
* Fix: 12Oct2012 patch fixed not being able to use damaged SHIVs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Skatebail</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39535</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=39535"/>
		<updated>2012-10-17T22:47:20Z</updated>

		<summary type="html">&lt;p&gt;Skatebail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Rookie psionics=====&lt;br /&gt;
* Current: Rookies who have psionics get a diamond-shaped emblem like other Classes, but with a question mark.  However, the emblem is white rather than having the purple glow normally shown for Squaddies+ who have psionics.&lt;br /&gt;
* Suggestions: Something more polished than the question mark would look nice and a purple glow would make it consistent with the rest of your squad.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics useable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Base dynamics=====&lt;br /&gt;
While you see the base grow with facilities, it would be neat to see more people or items laying around as you build them.  Maybe every 5 Engineers or Scientists pops up a new NPC so over time it looks like things are getting busy.  Or, as you hire soldiers the Barracks fill up.  Build a SHIV and see one sitting in the corner of the Foundry, Maybe see some weapons laying around the Armory.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to see an overview of the entire base in operation. The closest you get is when leaving the build facilities screen, you get a quick glimpse of the entire base.&lt;br /&gt;
* Suggestions: Perhaps a button in the menu to allow zooming out of the camera. An additional suggestion tangentially related would be to allow first person exploration of the base. It would be interesting to walk around the base as the commander, and having staff and soldiers saluting you as you walk past. Would be a good compensation for not having a base defence missions.&lt;br /&gt;
&lt;br /&gt;
====Equipment Control====&lt;br /&gt;
* Current: You cannot equip certain classes anything other than their class weapons.&lt;br /&gt;
* Suggestion: Giving the possibility to equip any weapon to any soldier but with penalties to a non-class weapon.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Soldier character traits (revealed after certain rank is achieved), which would have some up and down sides (i.e. &amp;quot;Loner&amp;quot; - bonus to Aim when no allies in a certain radius and a penalty for having someone around.). These could also be &amp;quot;dynamic&amp;quot; and change as the soldier&#039;s rank goes higher.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Rookie soldiers could have a Will bonus when a high rank soldier is within a certain radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Skatebail</name></author>
	</entry>
</feed>