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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TcmJOE</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T04:45:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40084</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40084"/>
		<updated>2012-10-22T04:24:23Z</updated>

		<summary type="html">&lt;p&gt;TcmJOE: /* Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
* Allow me to recruit soldiers by class once I get New Guy. Better yet, let me decide the classes of my rookies once they level up.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>TcmJOE</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=39941</id>
		<title>Panic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Panic_(EU2012)&amp;diff=39941"/>
		<updated>2012-10-21T04:57:49Z</updated>

		<summary type="html">&lt;p&gt;TcmJOE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Base Location==&lt;br /&gt;
There are many different methods to choosing your initial base location.  Here are a few factors to consider:&lt;br /&gt;
* &#039;&#039;&#039;Money&#039;&#039;&#039;: Look at the [[Situation Room (EU2012)#Funding|Funding table]].&lt;br /&gt;
:If you choose to start in the USA, you get §180 each month to start the game, in addition to the Base Funding depending on your chosen difficulty level.&lt;br /&gt;
:If you start in Africa, you actually get an extra 30% to Nigeria&#039;s funding and an extra 30% of the Base Funding thanks to the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; bonus; plus, you&#039;ll be getting an extra 30% from every other funding source as you expand satellite coverage.&lt;br /&gt;
:Both are worthy options.&lt;br /&gt;
* &#039;&#039;&#039;Bonuses&#039;&#039;&#039;: This depends on your play style and gameplan.&lt;br /&gt;
:If you really want &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; early in the game, put your base in Asia because it will only take 2 satellites to get S. America vs. 4 satellites if you start in S. America and expand to Asia.&lt;br /&gt;
:Autopsies and interrogations don&#039;t take very long, so &amp;quot;&#039;&#039;We Have Ways&#039;&#039;&amp;quot; is probably the one clear-cut choice to not start your base, especially considering you only need 2 satellites to get it through the course of the game.&lt;br /&gt;
* &#039;&#039;&#039;Panic&#039;&#039;&#039;: Face it, you can&#039;t respond to all 3 Abduction missions.&lt;br /&gt;
:At some point, you&#039;re going to get stuck with covering a country with a satellite just to calm them down, whether it&#039;s early in the game to keep everyone happy or late in the game to prevent completing the &amp;quot;&#039;&#039;Doom Tracker&#039;&#039;&amp;quot;.&lt;br /&gt;
:You can try to keep an extra satellite and uplink slot available for such cases, though not utilizing such a vital resource also weighs on the mind.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
* Start in Asia (China) for the &amp;quot;&#039;&#039;Future Combat&#039;&#039;&amp;quot; Bonus, then spread to either N. America (Total §330 + &amp;quot;&#039;&#039;Air &amp;amp; Space&#039;&#039;&amp;quot;) or Africa (Total §325 + &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot;); either way it&#039;s only 3 satellites.&lt;br /&gt;
** This is a good option if you rely on a short-list of highly perked soldiers for combat.&lt;br /&gt;
** The downside is you have to be careful not to waste precious resources on excessive Foundry projects that you may not use in combat very often.&lt;br /&gt;
* Start in Africa for the &amp;quot;&#039;&#039;All In&#039;&#039;&amp;quot; Bonus (because it gives you extra credits no matter what play style or strategy you choose) and then spread to N. America for more credits or Asia for even cheaper deals on Foundry and OTS projects.&lt;br /&gt;
** This is a good option if you don&#039;t have a particular strategy in mind, or if your strategy is to play it by ear and react to what the game gives you as you progress.&lt;br /&gt;
** The downside is that you&#039;ll need a couple more satellites to get the other continent bonuses, which takes time, credits, and Uplinks to accomplish, all in the face of ever-increasing panic.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Mission==&lt;br /&gt;
* Often you will be presented with multiple missions at the same time and asked to choose 1 (e.g., Abduction sites).&lt;br /&gt;
:While Panic plays a big role in your choice, so does the reward.&lt;br /&gt;
:The rewards generally consist of either Scientists, Engineers, Soldiers, or credits.&lt;br /&gt;
* Engineers are generally better than Scientists – Building things requires a minimum number of Engineers, and that number keeps going up each time you build a type of facility.&lt;br /&gt;
:So the third Generator needs more engineers than the second, and so on.&lt;br /&gt;
:Plus, you tend to get enough scientists via monthly bonuses from the Funding Council.&lt;br /&gt;
* If you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on classic ignoring China and Japan will raise panic in those countries by 2 and in other asian countries by 1)&lt;br /&gt;
* It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).&lt;br /&gt;
&lt;br /&gt;
==Satellite Management==&lt;br /&gt;
* Overall, to have no countries leave your project your aim is to have, by the end of the month, no more countries in the &amp;quot;red&amp;quot; (full panic) zone than you have satellites, and launch those satellites to save those countries from defecting. This means you will not be getting the continent you want, but the continent that got more unlucky with panic levels.&lt;br /&gt;
* Your other goal is to cover full continents as soon as possible for both the continent bonus AND no furhter panic problems with this country. Having a country not covered in a partially covered continent leaves you very vulnerable, because you cannot manage panic in already covered countries (like you can with uncovered countries by launching satellite in those countries right before council report). Worst case scenario, when you barely saved a country from defecting (launched satellite into panicked country), you can only afford to have 1 abduction there until you have full panic again, plus 1 for each council mission that awards worldwide panic reduction. Therefore, there is a huge incentitive to cover full continents.&lt;br /&gt;
* Getting all continents but one covered stops abduction missions from happening alltogether, and solves the panic problem for the rest of the game. Therefore, deploying satellites as fast as possible is the best way to control the panic. Consider deploying 1 satellite in the first month, 3 in the second month, at least 3 (if you can, 5) in the third month and cover all remaining countries except one in the next month. &lt;br /&gt;
* It is never a good idea to launch a satellite at any time except right before council report. That is, because abductions can happen even right before the council report, and if you dont have spare satellites to fix panic after them, you will lose countires. Launch satellites right before the council report, first fixing any countries in &amp;quot;Red&amp;quot;, and then according to your plan. &lt;br /&gt;
* However, one exception exists. In a case when you have a covered country with a panic level of 4 in a not yet fully covered continent, and you have enough satellites to fully cover that country, it might be a good idea to do it immediately, not waiting for the end of the month. Otherwise, you risk losing that country (since no way to reduce panic in covered country aside from random events) if an abduction pops in that country, and you will be forced to chose that continent&#039;s abduction site, or lose the country. Especially this is true if you have two such not fully covered continents - covering one will allow you to save the other if abduction pops there, but having two continents with two covered countries at panic 4, and abduction popping in both of them makes for almost guaranteed country loss.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>TcmJOE</name></author>
	</entry>
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