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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tifi</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=25761</id>
		<title>Wish List (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=25761"/>
		<updated>2009-12-16T21:31:33Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* Geoscape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for fixes or improvements that would be nice to have for X-COM: Terror From The Deep (TFTD). &#039;&#039;Since TFTD shares its game engine with X-COM: Enemy Unknown (EU), there are many problems that are common to both games. Please make any shared/common wishes under the EU Wish List (link at the bottom of this page).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fixes =&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
&lt;br /&gt;
* Research Tree bugs&lt;br /&gt;
* The really annoying &amp;quot;Cannot intercept over land&amp;quot; message that pops up continually (more than once a second) during some pursuits along coastlines.&lt;br /&gt;
* Coelacanth\Gauss reload issues. [[User:Tifi|Tifi]] 16:31, 16 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Underwater-only weapons reaction-firing on land&lt;br /&gt;
* Bio-Drone melee attack has no effect. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent. &lt;br /&gt;
* Bugs with MC at the end of one stage of a multi-stage mission. (Does this also affect EU, e.g. the 2-stage Cydonia mission?)&lt;br /&gt;
* Permit aliens to use carried melee weapons. (This is a game engine bug that applies to EU as well, but is moot since EU aliens don&#039;t have carried melee weapons.) This fix could inadvertently make the game easier, as aliens would use Sonic Pulsers (their default option since they can&#039;t use melee weapons) less often. So it is essential to ensure the AI chooses sensibly between drills and Pulsers.&lt;br /&gt;
* Make ship terror missions less annoying, especially the passenger ship. Aliens hide in labyrinthine structures and every single spot needs to be revisited if a single alien is left out, otherwise the mission is failed. Often over 100 turns are needed to win, as aquanauts quickly run out of energy and finding the last cowardly tasoth is a pain.&lt;br /&gt;
* The above also applies to other missions, namely the 2nd stages of alien colony assaults and artifact sites, but both can, fortunately, be won without killing all the aliens.&lt;br /&gt;
: Specific suggestion as to how to do this please? For example, reveal last 1-2 alien positions after XX turns, or (EU style), force all aliens to go on the offensive after XX turns (probably not as this is too easy). [[User:Spike|Spike]]&lt;br /&gt;
:: Easiest method would be to edit the map modules (&amp;quot;lock&amp;quot; some doors) and route node tables to remove the hidey holes. Heck, just messing with the nodes might be enough to do it - for example, at least one actually allows for large units to spawn in a tiny cabin where they can&#039;t move &#039;&#039;at all&#039;&#039;. Assuming you find it, you&#039;ve then got to deal with reaction fire from a critter that will always have maximum TUs on your turn... Stupid Xarquids... [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::: In my view, the problems lies in the fact that the last terrified alien simply picks a hiding spot and remains there until you find it. Aliens should be more active, more aggressive. It&#039;s not a matter of game balance or difficulty, but playability. [[User:mingos|mingos]]&lt;br /&gt;
:::: Good point, there are at least 2 cases: aliens with failed morale, and aliens stuck in the map. For aliens with failed morale, the game should just end with them as prisoners (if they have no built in weapons and no chance of regaining morale). But for aliens stuck in the map by walls or waypoints or whatever, as Bomb Bloke said above, more measures are called for. [[User:Spike|Spike]] 20:42, 12 December 2009 (EST)&lt;br /&gt;
::::: I&#039;m not sure it has anything to do with morale. After a few turns they&#039;d&#039;ve recovered from any &amp;quot;frights&amp;quot; they had (assuming they didn&#039;t drop their guns, but seeing as it&#039;s often [[Tentaculat]]s which go &amp;quot;missing&amp;quot; I doubt that has much affect on matters). I think the route nodes just send them on one way trips into certain out-of-the-way areas. The aggression stat ([[UNITREF.DAT|unitref(44 / 2C)]]) might actually be the way to go - the theory is that pumping this higher makes a creature more likely to leave cover and attack your agents head on. [[Alien Stats (TFTD)|By default]] most aliens already have it &amp;quot;maxed out&amp;quot;, but for all I know the value can be cranked higher then the observed cap of 2. - [[User:Bomb Bloke|Bomb Bloke]] 00:59, 13 December 2009 (EST)&lt;br /&gt;
:::::: Same happens to me with other races too. Bio Drones and Tasoths seem to do the same quite often. While Tasoths are probably shaken up and disarmed, entaculats and Bio Drones have their weapons inbuilt, plus, they rarely panic. Not long ago I saw a Bio Drone fire from cover each turn, then hide again, and after I started looking for it, it simply picked a hiding spot and stayed there for ~20 turns until I found it and zapped it. The funny thing was that it was the beginning of the mission and there were only 2 or 3 aliens killed so far. [[User:mingos|mingos]]&lt;br /&gt;
::::::: OK the aggression stat sounds a good option for all this hidey behaviour. A 100 turns to finish a game is incredibly frustrating. In EU, you could Seb76&#039;s UFO Extender to make the remaining aliens visible. With TFTD, you have the option of using the &#039;&#039;&#039;xcomutil dis&#039;&#039;&#039; command to get the coordinates of the remaining aliens. There might also be an xcomutil command to make all units visible. And if all else fails you can use the &#039;&#039;&#039;xcomutil win&#039;&#039;&#039; command to kill the last aliens off.  [[User:Spike|Spike]] 09:31, 13 December 2009 (EST)&lt;br /&gt;
* Aquanaut strength overflow often prevents highly skilled soldiers from throwing items, as they become strong enough to arc an object above the highest battlescape level (and &#039;out of bounds&#039;) thus generating a &#039;Cannot Throw Here&#039; message. [[User:Tifi|Tifi]] 16:29, 16 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
= New Features =&lt;br /&gt;
&lt;br /&gt;
* Airborne Interception - what&#039;s the point of flying subs without air to-air weapons anyway?(Avalanches anyone?) Surely it&#039;s better to &#039;splash&#039; the USO &#039;&#039;before&#039;&#039; it makes it to the safety of water?&lt;br /&gt;
*Alternatively, get rid of the pretense that subs can fly. How does sonar track a USO over land, anyway?&lt;br /&gt;
:Both sonar and radar use the same principle (radio or sound waves being emitted and reflected back to a receiver) so it isn&#039;t unconceivable to have equipment that can use both detection methods. [[User:Hobbes|Hobbes]] 22:35, 12 December 2009 (EST)&lt;br /&gt;
::Hmm. Steam engines and internal combustion engines are pretty similar too but you rarely see both on the same vehicle! The sensors in TFTD are called sonars, not sonar/radar combinations. I would be quite happy if the names were just changed from Sonar to Sonar/Radar or to Sensor, that would be fine. It is possible to use something very similar to passive sonar to track bearings to aircraft, similar things were used in WWII before the development of radar. Without triangulation, it would be very difficult to get the actual range to the target, and almost impossible to get the target&#039;s heading and speed. It is very normal for modern subs and surface ships to have both sonar and radar, but they are totally separate systems aboard the vessel, with different capabilities. I would be fine if the name was changed to Sensor or Sonar/Radar, and the UFOPaedia description changed to say that it used both technologies. Mainly I just object to the flying subs not being able to intercept over land. You can see why though, since it would pose the question of why there were no land USO recovery missions. But you could just take the same approach as EU. Just as UFOs disintegrate if shot down over water, USOs could disintegrate if shot down over land. Or even better, the land/sea game below, allowing land recovery vs USOs and underwater recovery vs UFOs. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
::: UFOs didn&#039;t disintegrate in water - it was just the Elerium (and presumably the crew!). After the aliens were beaten, X-COM&#039;s new job essentially boiled down to finding those drowned ships and scavenging whatever was left. - [[User:Bomb Bloke|Bomb Bloke]] 21:09, 13 December 2009 (EST)&lt;br /&gt;
:::: Game-wise, they did disintegrate. The whole story about SORESO and elerium recovery was made up later in order to give a meaning to the subsequent games. [[User:mingos|mingos]]&lt;br /&gt;
* Combined land/sea game, with subs and aircraft, USOs and UFOs, Aquanauts and Soldiers, land and sea bases. Now that would be cool!&lt;br /&gt;
**A slightly less dramatic change:  on any land mission, automatically swap Dart Guns, Jet Harpoons, HydroJet Cannons and Torpedo Launchers for (respectively) Pistols, Rifles, AutoCannon and Rocket Launchers &amp;quot;from stores&amp;quot; (including their ammo of course). Purchase price of the weapons would be doubled (or just add the cost of the XCOM-EU equivalent) to reflect this versatility. &lt;br /&gt;
:Essentially the game would switch icons and elements of OBJECT.DAT for a land mission. Could also switch Grenade types perhaps? But it&#039;s best to keep some underwater weapons (eg Gas Cannon), especially for land missions where there is some water present. Conceivably, in recognition of the progress made by X-COM, and the increasing threat, the authorities might even make available some of the scarce (?) stocks of laser weapons, to exchange for Gauss weapons during land missions. (But this is not really necessary, as Gauss weapons are quite adequate on land.) Working plasma weapons of course have long since vanished due to lack of Elerium. (Although by the same argument, 1st Alien War-era Personal Armour should be issued to any unarmoured troops on land missions. Maybe it takes 200% damage from Sonic weapons.)&lt;br /&gt;
*Variant on this - allow 1st Alien War equipment to be purchased or leased by X-COM, for a quite high price, to be used on land missions only. Mainly laser weapons and armour. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
:The direction that this suggestion is heading seems to point to merge the systems of both games. One idea to do so could be that both types of modules (Sonar and Radar) could be built at X-COM bases. Each of them would only detect USOs/UFOs either underwater or airborne. That would represent a strain on X-COM resources since the player would have to choose which ones to build at each base. Just having one type of system at a base would limit detection and tracking, which would also add another challenge. &lt;br /&gt;
:Concerning Subs intercepting USOs over land another interesting change could be that the subs&#039; armaments could also be of limited use while on air, just like the ground battles. Torpedo weapons would be impossible to use on the air (Ajax, DUP and PWT) which would limit the weapons to Gas and Gauss Cannons. Based on the criteria of the ground weapons the Sonic Oscillator could also be used but I&#039;d drop the power of it to 50 so that the TFTD Battleships (equivalent to Terror Ships) could have also a change to strike back at X-COM craft. Another possibility would be prevent the Oscillator from being used on air (the logic would that the sound waves dissipate as the range goes higher) which would present another challenge to the player since he/she would have to make choices concerning how to equip the subs, since it would only be possible to hit airborne USOs with Gas and Gauss Cannons. [[User:Hobbes|Hobbes]] 13:09, 13 December 2009 (EST)&lt;br /&gt;
::I like these ideas. I wonder if we should split off a different section or page on combined land/sea EU/TFTD? It would make an awesome game. If a game company was working on a remake of X-COM, it would be great to make an EU/TFTD hybrid from the start. It would be reminiscent of the UFO TV series that was probably one of the inspirations for X-COM. &lt;br /&gt;
::In the realm of possibility for player mods might be a game that combines sea and land bases on the same geoscape map, with USOs and UFOs flying around, crash sites on land or underwater depending on the location of the crash, and land (EU) or sea (TFTD) loadouts depending on the crash location. Terror sites and other land sites would probably use EU loadouts? MC and Psi would need to be merged into the same phenomenon, probably. That wouldn&#039;t be too hard since under the skin it&#039;s the same thing. This could be as simple as calling the EU battlescape for land missions and the TFTD battlescape for undersea missions. Of course the Geoscape changes would be trickier. Only one political map could be used at one time. But possibly you could play first with an EU geoscape, EU political map, and EU victory conditions, and then play again with TFTD geoscape/map/victory conditions. The only difference in the geoscape .exe would be to permit bases and interceptions over sea (in EU) and land (in TFTD). Opening the base screen of a land base in TFTD might requiring calling a patched module from EU, and vice versa. Tech research would need to follow the geoscape (EU or TFTD), unless a way was found to combine the research trees of both games. But I doubt that is possible in a player mod because there is only room for one set of technologies in things like the object table. So basically researching lasers would give you gauss, and vice versa, across the board. Researching each EU technology would give its TFTD equivalent and vice versa. This would be OK I think. [[User:Spike|Spike]] 18:22, 13 December 2009 (EST)&lt;br /&gt;
:::I was thinking more of the TFTD plotline rather than EU&#039;s when making this suggestion. USO&#039;s don&#039;t appear on EU nor could their appearance be explained by the plotline. But the opposite would fit TFTD rather nicely. TFTD&#039;s political map could be expanded to land and additional cities would have to be placed. Terror attacks on inland cities would be different than the Port attacks on costal cities. Alien land colonies could also be a possibility but plot like they wouldn&#039;t make much sense (unless the aliens were preparing to flood the colonies areas. [[User:Hobbes|Hobbes]] 18:53, 13 December 2009 (EST)&lt;br /&gt;
::::I did actually [http://www.strategycore.co.uk/forums/UFO-TFTD-Combo-Mod-t7367.html make a start] towards such a game, but sorta lost interest due to the usual lack of testers and the limitations the TFTD engine enforces. If/when I get around to resuming work on it I&#039;ll probably be restarting under the UFO engine instead. - [[User:Bomb Bloke|Bomb Bloke]] 21:09, 13 December 2009 (EST) &lt;br /&gt;
:::::IIRC the UFO engine has even more limitations than the TFTD one. I&#039;ve read the post and although a full merger of both games sounds better, why not stick to making TFTD the way I described above? [[User:Hobbes|Hobbes]] 10:39, 14 December 2009 (EST)&lt;br /&gt;
::::::Granted, TFTD allows for larger maps, has native support for things like underwater palettes, lets you open doors without going through them, plus a few other minor features. But other then that? Certain weapons/HWPs don&#039;t work in certain missions, nor do your flying suits. USOs have a habit of going &amp;quot;airbourne&amp;quot; (even when over a valid geoscape polygon!), preventing you from intercepting them, and seldom fly over &amp;quot;land&amp;quot; even if you have bases there. The tech tree has more constraints slapped on it then I care to count, and running the CE version of the game with a split executable makes it crash all the time.&lt;br /&gt;
&lt;br /&gt;
::::::Sure, most - if not all - of this stuff could be dealt with by messing with the executable, but with my current skills (&amp;quot;basic understanding of how machine code is read with no practical knowledge of opcodes at all&amp;quot;) it&#039;s easier for me to just do it in UFO using external code (executable hacks can only realistically be applied to one version of the game anyway). Ditto for the concepts you described. Heck, even porting TFTD&#039;s plot to UFO&#039;s engine wouldn&#039;t be much of a challenge in comparison; other then the drills, cruise ships and artifact sites it&#039;d be fairly straightforward to do, because everything else is the same thing under a different name!&lt;br /&gt;
&lt;br /&gt;
::::::On the other hand, if anyone ever comes out with a suitably hacked TFTD executable, I&#039;d be happy to help provide whatever else was needed to make a playable game out of it. - [[User:Bomb Bloke|Bomb Bloke]] 19:39, 14 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Fair enough :) [[User:Hobbes|Hobbes]] 20:17, 14 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* Bind equipment set to Aquanaut, so not to pick it every single time.&lt;br /&gt;
:This can already be done using XcomUtil. &lt;br /&gt;
* Add mortar (acting both on land and underwater).&lt;br /&gt;
: A mortar would be very advantageous to X-Com, since a lot of the tactical difficulty in the map is aliens hiding behind obstacles to direct fire. This is what grenades and Pulsers are for of course. An indirect fire weapon seems kind of &#039;realistic&#039; but I&#039;m not sure helping X-Com kill aliens is good for the game balance. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
* Make Gauss useful?&lt;br /&gt;
: Explain? Gauss weapons are pretty useful. A big improvement on the starting weapons. Make them &amp;quot;more&amp;quot; useful? The XComUtil variant of Heavy Gauss is more useful, it packs quite a punch. Specific proposals please? [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
:: I agree. Gauss weapons are useful against most aliens, at least on an easy difficulty level. My aquanauts all use Gauss Rifles and the shots needed to down aliens are:&lt;br /&gt;
 Alien           Gauss Rifle hits&lt;br /&gt;
 Aquatoid        1&lt;br /&gt;
 Gill Man        1-2&lt;br /&gt;
 Tasoth          3-5&lt;br /&gt;
 Lobster Man     ~10&lt;br /&gt;
 Deep One        1&lt;br /&gt;
 Calcinite       2&lt;br /&gt;
 Xarquid         ?&lt;br /&gt;
 Hallucinoid     2-4&lt;br /&gt;
 Tentaculat      2-3&lt;br /&gt;
 Bio-Drone       2-4&lt;br /&gt;
 Triscene        immune&lt;br /&gt;
::As you can see, Gauss Rifles are useful and quite powerful. Plus, they offer autofire. The only pain in the butt are Lobster Men, which are near immune, and Triscenes which appear to be totally immune. But these are resistant to pretty much anything anyway, save for grenades in case of Triscenes, and drills in case of Lobster Men. So, uh... what&#039;s wrong with Gauss? [[User:mingos|mingos]]&lt;br /&gt;
:::Agreed - well demonstrated. Hmm, maybe the point is to make Craft Gauss weapons (Gauss Cannons) more useful? [[User:Spike|Spike]] 18:22, 13 December 2009 (EST)&lt;br /&gt;
* Add Ion weapons (They have Ion Beam Accelerators, right?). So why not make them smaller, more compact, and fire faster (if not weaker) shots?&lt;br /&gt;
: From the description of Gauss weapons, they sound similar to an Ion weapon of some kind. But yes in general maybe the discovery of IBAs could help the humans develop some weapon and not just armour/mobility technology. But then, the aliens don&#039;t seem to have a weapon based on Ions. Though some of the creatures (BioDrone, Xarquid) do have particle-type weapons. Maybe X-COM could design a new weapon based on these principles. Does the game really need new weapons though? [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Wish List (EU)|Wish List (Enemy Unknown)]]&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=25760</id>
		<title>Wish List (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Wish_List_(TFTD)&amp;diff=25760"/>
		<updated>2009-12-16T21:29:36Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* Battlescape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for fixes or improvements that would be nice to have for X-COM: Terror From The Deep (TFTD). &#039;&#039;Since TFTD shares its game engine with X-COM: Enemy Unknown (EU), there are many problems that are common to both games. Please make any shared/common wishes under the EU Wish List (link at the bottom of this page).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Fixes =&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
&lt;br /&gt;
* Research Tree bugs&lt;br /&gt;
* The really annoying &amp;quot;Cannot intercept over land&amp;quot; message that pops up continually (more than once a second) during some pursuits along coastlines.&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
&lt;br /&gt;
* Underwater-only weapons reaction-firing on land&lt;br /&gt;
* Bio-Drone melee attack has no effect. This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent. &lt;br /&gt;
* Bugs with MC at the end of one stage of a multi-stage mission. (Does this also affect EU, e.g. the 2-stage Cydonia mission?)&lt;br /&gt;
* Permit aliens to use carried melee weapons. (This is a game engine bug that applies to EU as well, but is moot since EU aliens don&#039;t have carried melee weapons.) This fix could inadvertently make the game easier, as aliens would use Sonic Pulsers (their default option since they can&#039;t use melee weapons) less often. So it is essential to ensure the AI chooses sensibly between drills and Pulsers.&lt;br /&gt;
* Make ship terror missions less annoying, especially the passenger ship. Aliens hide in labyrinthine structures and every single spot needs to be revisited if a single alien is left out, otherwise the mission is failed. Often over 100 turns are needed to win, as aquanauts quickly run out of energy and finding the last cowardly tasoth is a pain.&lt;br /&gt;
* The above also applies to other missions, namely the 2nd stages of alien colony assaults and artifact sites, but both can, fortunately, be won without killing all the aliens.&lt;br /&gt;
: Specific suggestion as to how to do this please? For example, reveal last 1-2 alien positions after XX turns, or (EU style), force all aliens to go on the offensive after XX turns (probably not as this is too easy). [[User:Spike|Spike]]&lt;br /&gt;
:: Easiest method would be to edit the map modules (&amp;quot;lock&amp;quot; some doors) and route node tables to remove the hidey holes. Heck, just messing with the nodes might be enough to do it - for example, at least one actually allows for large units to spawn in a tiny cabin where they can&#039;t move &#039;&#039;at all&#039;&#039;. Assuming you find it, you&#039;ve then got to deal with reaction fire from a critter that will always have maximum TUs on your turn... Stupid Xarquids... [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::: In my view, the problems lies in the fact that the last terrified alien simply picks a hiding spot and remains there until you find it. Aliens should be more active, more aggressive. It&#039;s not a matter of game balance or difficulty, but playability. [[User:mingos|mingos]]&lt;br /&gt;
:::: Good point, there are at least 2 cases: aliens with failed morale, and aliens stuck in the map. For aliens with failed morale, the game should just end with them as prisoners (if they have no built in weapons and no chance of regaining morale). But for aliens stuck in the map by walls or waypoints or whatever, as Bomb Bloke said above, more measures are called for. [[User:Spike|Spike]] 20:42, 12 December 2009 (EST)&lt;br /&gt;
::::: I&#039;m not sure it has anything to do with morale. After a few turns they&#039;d&#039;ve recovered from any &amp;quot;frights&amp;quot; they had (assuming they didn&#039;t drop their guns, but seeing as it&#039;s often [[Tentaculat]]s which go &amp;quot;missing&amp;quot; I doubt that has much affect on matters). I think the route nodes just send them on one way trips into certain out-of-the-way areas. The aggression stat ([[UNITREF.DAT|unitref(44 / 2C)]]) might actually be the way to go - the theory is that pumping this higher makes a creature more likely to leave cover and attack your agents head on. [[Alien Stats (TFTD)|By default]] most aliens already have it &amp;quot;maxed out&amp;quot;, but for all I know the value can be cranked higher then the observed cap of 2. - [[User:Bomb Bloke|Bomb Bloke]] 00:59, 13 December 2009 (EST)&lt;br /&gt;
:::::: Same happens to me with other races too. Bio Drones and Tasoths seem to do the same quite often. While Tasoths are probably shaken up and disarmed, entaculats and Bio Drones have their weapons inbuilt, plus, they rarely panic. Not long ago I saw a Bio Drone fire from cover each turn, then hide again, and after I started looking for it, it simply picked a hiding spot and stayed there for ~20 turns until I found it and zapped it. The funny thing was that it was the beginning of the mission and there were only 2 or 3 aliens killed so far. [[User:mingos|mingos]]&lt;br /&gt;
::::::: OK the aggression stat sounds a good option for all this hidey behaviour. A 100 turns to finish a game is incredibly frustrating. In EU, you could Seb76&#039;s UFO Extender to make the remaining aliens visible. With TFTD, you have the option of using the &#039;&#039;&#039;xcomutil dis&#039;&#039;&#039; command to get the coordinates of the remaining aliens. There might also be an xcomutil command to make all units visible. And if all else fails you can use the &#039;&#039;&#039;xcomutil win&#039;&#039;&#039; command to kill the last aliens off.  [[User:Spike|Spike]] 09:31, 13 December 2009 (EST)&lt;br /&gt;
* Aquanaut strength overflow often prevents highly skilled soldiers from throwing items, as they become strong enough to arc an object above the highest battlescape level (and &#039;out of bounds&#039;) thus generating a &#039;Cannot Throw Here&#039; message. [[User:Tifi|Tifi]] 16:29, 16 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
= New Features =&lt;br /&gt;
&lt;br /&gt;
* Airborne Interception - what&#039;s the point of flying subs without air to-air weapons anyway?(Avalanches anyone?) Surely it&#039;s better to &#039;splash&#039; the USO &#039;&#039;before&#039;&#039; it makes it to the safety of water?&lt;br /&gt;
*Alternatively, get rid of the pretense that subs can fly. How does sonar track a USO over land, anyway?&lt;br /&gt;
:Both sonar and radar use the same principle (radio or sound waves being emitted and reflected back to a receiver) so it isn&#039;t unconceivable to have equipment that can use both detection methods. [[User:Hobbes|Hobbes]] 22:35, 12 December 2009 (EST)&lt;br /&gt;
::Hmm. Steam engines and internal combustion engines are pretty similar too but you rarely see both on the same vehicle! The sensors in TFTD are called sonars, not sonar/radar combinations. I would be quite happy if the names were just changed from Sonar to Sonar/Radar or to Sensor, that would be fine. It is possible to use something very similar to passive sonar to track bearings to aircraft, similar things were used in WWII before the development of radar. Without triangulation, it would be very difficult to get the actual range to the target, and almost impossible to get the target&#039;s heading and speed. It is very normal for modern subs and surface ships to have both sonar and radar, but they are totally separate systems aboard the vessel, with different capabilities. I would be fine if the name was changed to Sensor or Sonar/Radar, and the UFOPaedia description changed to say that it used both technologies. Mainly I just object to the flying subs not being able to intercept over land. You can see why though, since it would pose the question of why there were no land USO recovery missions. But you could just take the same approach as EU. Just as UFOs disintegrate if shot down over water, USOs could disintegrate if shot down over land. Or even better, the land/sea game below, allowing land recovery vs USOs and underwater recovery vs UFOs. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
::: UFOs didn&#039;t disintegrate in water - it was just the Elerium (and presumably the crew!). After the aliens were beaten, X-COM&#039;s new job essentially boiled down to finding those drowned ships and scavenging whatever was left. - [[User:Bomb Bloke|Bomb Bloke]] 21:09, 13 December 2009 (EST)&lt;br /&gt;
:::: Game-wise, they did disintegrate. The whole story about SORESO and elerium recovery was made up later in order to give a meaning to the subsequent games. [[User:mingos|mingos]]&lt;br /&gt;
* Combined land/sea game, with subs and aircraft, USOs and UFOs, Aquanauts and Soldiers, land and sea bases. Now that would be cool!&lt;br /&gt;
**A slightly less dramatic change:  on any land mission, automatically swap Dart Guns, Jet Harpoons, HydroJet Cannons and Torpedo Launchers for (respectively) Pistols, Rifles, AutoCannon and Rocket Launchers &amp;quot;from stores&amp;quot; (including their ammo of course). Purchase price of the weapons would be doubled (or just add the cost of the XCOM-EU equivalent) to reflect this versatility. &lt;br /&gt;
:Essentially the game would switch icons and elements of OBJECT.DAT for a land mission. Could also switch Grenade types perhaps? But it&#039;s best to keep some underwater weapons (eg Gas Cannon), especially for land missions where there is some water present. Conceivably, in recognition of the progress made by X-COM, and the increasing threat, the authorities might even make available some of the scarce (?) stocks of laser weapons, to exchange for Gauss weapons during land missions. (But this is not really necessary, as Gauss weapons are quite adequate on land.) Working plasma weapons of course have long since vanished due to lack of Elerium. (Although by the same argument, 1st Alien War-era Personal Armour should be issued to any unarmoured troops on land missions. Maybe it takes 200% damage from Sonic weapons.)&lt;br /&gt;
*Variant on this - allow 1st Alien War equipment to be purchased or leased by X-COM, for a quite high price, to be used on land missions only. Mainly laser weapons and armour. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
:The direction that this suggestion is heading seems to point to merge the systems of both games. One idea to do so could be that both types of modules (Sonar and Radar) could be built at X-COM bases. Each of them would only detect USOs/UFOs either underwater or airborne. That would represent a strain on X-COM resources since the player would have to choose which ones to build at each base. Just having one type of system at a base would limit detection and tracking, which would also add another challenge. &lt;br /&gt;
:Concerning Subs intercepting USOs over land another interesting change could be that the subs&#039; armaments could also be of limited use while on air, just like the ground battles. Torpedo weapons would be impossible to use on the air (Ajax, DUP and PWT) which would limit the weapons to Gas and Gauss Cannons. Based on the criteria of the ground weapons the Sonic Oscillator could also be used but I&#039;d drop the power of it to 50 so that the TFTD Battleships (equivalent to Terror Ships) could have also a change to strike back at X-COM craft. Another possibility would be prevent the Oscillator from being used on air (the logic would that the sound waves dissipate as the range goes higher) which would present another challenge to the player since he/she would have to make choices concerning how to equip the subs, since it would only be possible to hit airborne USOs with Gas and Gauss Cannons. [[User:Hobbes|Hobbes]] 13:09, 13 December 2009 (EST)&lt;br /&gt;
::I like these ideas. I wonder if we should split off a different section or page on combined land/sea EU/TFTD? It would make an awesome game. If a game company was working on a remake of X-COM, it would be great to make an EU/TFTD hybrid from the start. It would be reminiscent of the UFO TV series that was probably one of the inspirations for X-COM. &lt;br /&gt;
::In the realm of possibility for player mods might be a game that combines sea and land bases on the same geoscape map, with USOs and UFOs flying around, crash sites on land or underwater depending on the location of the crash, and land (EU) or sea (TFTD) loadouts depending on the crash location. Terror sites and other land sites would probably use EU loadouts? MC and Psi would need to be merged into the same phenomenon, probably. That wouldn&#039;t be too hard since under the skin it&#039;s the same thing. This could be as simple as calling the EU battlescape for land missions and the TFTD battlescape for undersea missions. Of course the Geoscape changes would be trickier. Only one political map could be used at one time. But possibly you could play first with an EU geoscape, EU political map, and EU victory conditions, and then play again with TFTD geoscape/map/victory conditions. The only difference in the geoscape .exe would be to permit bases and interceptions over sea (in EU) and land (in TFTD). Opening the base screen of a land base in TFTD might requiring calling a patched module from EU, and vice versa. Tech research would need to follow the geoscape (EU or TFTD), unless a way was found to combine the research trees of both games. But I doubt that is possible in a player mod because there is only room for one set of technologies in things like the object table. So basically researching lasers would give you gauss, and vice versa, across the board. Researching each EU technology would give its TFTD equivalent and vice versa. This would be OK I think. [[User:Spike|Spike]] 18:22, 13 December 2009 (EST)&lt;br /&gt;
:::I was thinking more of the TFTD plotline rather than EU&#039;s when making this suggestion. USO&#039;s don&#039;t appear on EU nor could their appearance be explained by the plotline. But the opposite would fit TFTD rather nicely. TFTD&#039;s political map could be expanded to land and additional cities would have to be placed. Terror attacks on inland cities would be different than the Port attacks on costal cities. Alien land colonies could also be a possibility but plot like they wouldn&#039;t make much sense (unless the aliens were preparing to flood the colonies areas. [[User:Hobbes|Hobbes]] 18:53, 13 December 2009 (EST)&lt;br /&gt;
::::I did actually [http://www.strategycore.co.uk/forums/UFO-TFTD-Combo-Mod-t7367.html make a start] towards such a game, but sorta lost interest due to the usual lack of testers and the limitations the TFTD engine enforces. If/when I get around to resuming work on it I&#039;ll probably be restarting under the UFO engine instead. - [[User:Bomb Bloke|Bomb Bloke]] 21:09, 13 December 2009 (EST) &lt;br /&gt;
:::::IIRC the UFO engine has even more limitations than the TFTD one. I&#039;ve read the post and although a full merger of both games sounds better, why not stick to making TFTD the way I described above? [[User:Hobbes|Hobbes]] 10:39, 14 December 2009 (EST)&lt;br /&gt;
::::::Granted, TFTD allows for larger maps, has native support for things like underwater palettes, lets you open doors without going through them, plus a few other minor features. But other then that? Certain weapons/HWPs don&#039;t work in certain missions, nor do your flying suits. USOs have a habit of going &amp;quot;airbourne&amp;quot; (even when over a valid geoscape polygon!), preventing you from intercepting them, and seldom fly over &amp;quot;land&amp;quot; even if you have bases there. The tech tree has more constraints slapped on it then I care to count, and running the CE version of the game with a split executable makes it crash all the time.&lt;br /&gt;
&lt;br /&gt;
::::::Sure, most - if not all - of this stuff could be dealt with by messing with the executable, but with my current skills (&amp;quot;basic understanding of how machine code is read with no practical knowledge of opcodes at all&amp;quot;) it&#039;s easier for me to just do it in UFO using external code (executable hacks can only realistically be applied to one version of the game anyway). Ditto for the concepts you described. Heck, even porting TFTD&#039;s plot to UFO&#039;s engine wouldn&#039;t be much of a challenge in comparison; other then the drills, cruise ships and artifact sites it&#039;d be fairly straightforward to do, because everything else is the same thing under a different name!&lt;br /&gt;
&lt;br /&gt;
::::::On the other hand, if anyone ever comes out with a suitably hacked TFTD executable, I&#039;d be happy to help provide whatever else was needed to make a playable game out of it. - [[User:Bomb Bloke|Bomb Bloke]] 19:39, 14 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Fair enough :) [[User:Hobbes|Hobbes]] 20:17, 14 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* Bind equipment set to Aquanaut, so not to pick it every single time.&lt;br /&gt;
:This can already be done using XcomUtil. &lt;br /&gt;
* Add mortar (acting both on land and underwater).&lt;br /&gt;
: A mortar would be very advantageous to X-Com, since a lot of the tactical difficulty in the map is aliens hiding behind obstacles to direct fire. This is what grenades and Pulsers are for of course. An indirect fire weapon seems kind of &#039;realistic&#039; but I&#039;m not sure helping X-Com kill aliens is good for the game balance. [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
* Make Gauss useful?&lt;br /&gt;
: Explain? Gauss weapons are pretty useful. A big improvement on the starting weapons. Make them &amp;quot;more&amp;quot; useful? The XComUtil variant of Heavy Gauss is more useful, it packs quite a punch. Specific proposals please? [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
:: I agree. Gauss weapons are useful against most aliens, at least on an easy difficulty level. My aquanauts all use Gauss Rifles and the shots needed to down aliens are:&lt;br /&gt;
 Alien           Gauss Rifle hits&lt;br /&gt;
 Aquatoid        1&lt;br /&gt;
 Gill Man        1-2&lt;br /&gt;
 Tasoth          3-5&lt;br /&gt;
 Lobster Man     ~10&lt;br /&gt;
 Deep One        1&lt;br /&gt;
 Calcinite       2&lt;br /&gt;
 Xarquid         ?&lt;br /&gt;
 Hallucinoid     2-4&lt;br /&gt;
 Tentaculat      2-3&lt;br /&gt;
 Bio-Drone       2-4&lt;br /&gt;
 Triscene        immune&lt;br /&gt;
::As you can see, Gauss Rifles are useful and quite powerful. Plus, they offer autofire. The only pain in the butt are Lobster Men, which are near immune, and Triscenes which appear to be totally immune. But these are resistant to pretty much anything anyway, save for grenades in case of Triscenes, and drills in case of Lobster Men. So, uh... what&#039;s wrong with Gauss? [[User:mingos|mingos]]&lt;br /&gt;
:::Agreed - well demonstrated. Hmm, maybe the point is to make Craft Gauss weapons (Gauss Cannons) more useful? [[User:Spike|Spike]] 18:22, 13 December 2009 (EST)&lt;br /&gt;
* Add Ion weapons (They have Ion Beam Accelerators, right?). So why not make them smaller, more compact, and fire faster (if not weaker) shots?&lt;br /&gt;
: From the description of Gauss weapons, they sound similar to an Ion weapon of some kind. But yes in general maybe the discovery of IBAs could help the humans develop some weapon and not just armour/mobility technology. But then, the aliens don&#039;t seem to have a weapon based on Ions. Though some of the creatures (BioDrone, Xarquid) do have particle-type weapons. Maybe X-COM could design a new weapon based on these principles. Does the game really need new weapons though? [[User:Spike|Spike]] 09:22, 13 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
[[Wish List (EU)|Wish List (Enemy Unknown)]]&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Cultural_Influences_on_X-COM&amp;diff=19295</id>
		<title>Talk:Cultural Influences on X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Cultural_Influences_on_X-COM&amp;diff=19295"/>
		<updated>2009-02-02T21:01:26Z</updated>

		<summary type="html">&lt;p&gt;Tifi: New page: == UFO ==  Holy crud! &amp;lt;br&amp;gt; I used to watch that as a kid, and got into trouble with my mom when I stole all her tin foil to make a cool uniform, then tried to dye my hair purple like the r...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UFO ==&lt;br /&gt;
&lt;br /&gt;
Holy crud! &amp;lt;br&amp;gt;&lt;br /&gt;
I used to watch that as a kid, and got into trouble with my mom when I stole all her tin foil to make a cool uniform, then tried to dye my hair purple like the radar operator/receptionist girl. &amp;lt;br&amp;gt;&lt;br /&gt;
She didn&#039;t mind the foil so much, but the beetroot in my hair didn&#039;t go down too well =P &amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Tifi|Tifi]] 15:01, 2 February 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Tactical_Exploits&amp;diff=19294</id>
		<title>Talk:Tactical Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Tactical_Exploits&amp;diff=19294"/>
		<updated>2009-02-02T20:50:49Z</updated>

		<summary type="html">&lt;p&gt;Tifi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While reading some of the other articles, I was reminded of the &#039;cloning&#039; bug that can sometimes save a soldier without armour who only has 1 turn left to live by standing in smoke and hoping that they get knocked out and killed in the wrong order. &lt;br /&gt;
&lt;br /&gt;
I can&#039;t seem to remember if this counts as an exploit, but thought I&#039;d quickly jam it in here as a reminder before it fades from my mind. &lt;br /&gt;
&lt;br /&gt;
Come to think of it - it&#039;s not really cloning. Perhaps corpse substitution would be a better term? Oh well.  &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 21:27, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==Dead Man Switches VS. Zombies==&lt;br /&gt;
&lt;br /&gt;
Actually, it&#039;s been noted that on occasion, a Zombie will not drop the items the soldier was carrying.  In any case, while the first dropped grenade may well destroy the Zombie(and possibly the spawning Chryssalid), it will ALSO destroy the SECOND grenade.  This means that what you&#039;ve really done is spawned a full power Chryssalid in a place you may not have line of sight to or have any immediate disposal options.  This would generally be considered a VERY BAD thing.&lt;br /&gt;
&lt;br /&gt;
On an auxiliary note, since explosives in TFTD cannot be destroyed by other explosives, this tactic would work quite admirably versus Tentaculats. [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:57, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:However, grenades are not powerful enough to achieve an automatic kill, so again, this is a dicey tactic.--[[User:Ethereal Cereal|Ethereal Cereal]] 11:51, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Rookie agents wearing High Explosives with a dead man switch set can make for highly effective expendable shock troops when it comes to breaching UFO entrances and clearing buildings. Just remember not to allow them anywhere near other team members until they have disposed of the explosives. Smoke grenades could be used as an alternative if you want to avoid wrecking all the expensive alien technology. --[[User:Lobosolitario|Lobosolitario]] 04:33, 11 July 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Elevator Shielding ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: contrary to the conclusions of this discussion, it would appear that Elevator Shielding is alive and well and is used in such well known wheezes as Alien Base Milking.&#039;&#039;&#039; [[User:Spike|Spike]] 14:08, 19 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Hi Tonic, I think this is the first time we&#039;ve met. Well met.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve never heard of Elevator Shielding before. I&#039;m not playing XCOM ATM but in my recollection, they readily shoot through elevators. At least, from upper battleship floors to lower ones.&lt;br /&gt;
&lt;br /&gt;
Who else has seen this alien base elevator shield?&lt;br /&gt;
&lt;br /&gt;
Thanks for contributing, tb! - [[User:MikeTheRed|MikeTheRed]] 21:29, 21 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never seen what Tonicboy describes, but I have had troops toasted from one floor of the battleship to another.  In fact, any amount of time spent on battleship raids should teach that the aliens are at least programmed to shoot DOWN lifts, because I can&#039;t count how many times that precious Commander I was after went into the top floor lift room, tried to fire his Blaster Launcher down the shaft, and turned himself into KFC.  Also have lost troops to Heavy Plasma shots.  However, the entrance elevator on the alien base is smaller(2x2) than the elevator on an alien battleship(3x3).  So I&#039;ll present three theories that might explain what Tonicboy is seeing.&lt;br /&gt;
&lt;br /&gt;
:1: Aliens can only shoot down lifts, not up.&lt;br /&gt;
:2: Aliens need a specific &#039;width&#039; of elevator in order to shoot up or down through, and the Alien Base elevator is too narrow.&lt;br /&gt;
:3: Aliens can&#039;t shoot through a space that has a unit on it, regardless of whether there is the capacity for the shot to connect or not.  What&#039;s keeping the aliens from firing is not the fact that they can&#039;t shoot up or down, it&#039;s that every space on the elevator is occupied by a soldier.  This means that with 9 troopers, or 5 troops and a tank, you could replicate this situation on an alien Battleship.&lt;br /&gt;
&lt;br /&gt;
:I have no idea which theory is correct, but I just thought I&#039;d offer my insight.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:40, 21 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: #3 doesn&#039;t make sense because they ought to be able to shoot &#039;&#039;at&#039;&#039; a unit. &lt;br /&gt;
:: re: #2: I did a little testing on a supply ship, and aliens didn&#039;t shoot down a lift at a soldier right below them.  I think I saw them take shots when the soldier moved, although that might&#039;ve been another alien I didn&#039;t spot.&lt;br /&gt;
::I&#039;ve definitely seen &amp;quot;lift immunity&amp;quot; in alien bases.  Have all your troops retreat to the access rooms, plug up all the upper lift spaces, and watch the aliens swarm underneath without taking any shots.  (Edit out Blaster Launchers first.)  This is true for CE -- is it different for the DOS version?&lt;br /&gt;
::--[[User:Ethereal Cereal|Ethereal Cereal]] 11:45, 22 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
I think that blaster bombs ignore elevator shielding. can&#039;t be sure if any other weapons can, but I&#039;ve seen them shoot down both battleship and alien base command center lifts with blaster bombs, and only blaster bombs.--[[User:(name here)|(name here)]] 19:07, 26 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but it does not have to be a Blaster Bomb; any weapon can shoot up or down a lift, unless it is one of those weird situations where the Alien could shoot at you, but it will not. - [[User:NinthRank|NinthRank]] 06:19, 27 November 2007 (PST)&lt;br /&gt;
:: elevator shielding is the name for those situations. but it does not seem to apply to aliens with blaster launchers. maybe aliens don&#039;t shoot straight up or down a lift?&lt;br /&gt;
&lt;br /&gt;
Only for large 2x2 or 3x3 sized lifts (alien base and command room/battleship respectively). For these, they can fire at an angle with no trouble - and so can you. In the Collectors Edition, 1x1 sized lifts give them trouble on account of the bug that sends the blaster bomb to the south of the map when any attempt to set any waypoints above or below each other occurs. You can fire it up and down a 1x1 lift if fired at just the right angle, but the AI isn&#039;t smart enough to do that. &lt;br /&gt;
&lt;br /&gt;
I don&#039;t think any shielding really occurs for the lifts, myself. At least, not in UFO. It may differ slightly in TFTD, so some observations would probably be needed to round it all off.&lt;br /&gt;
&lt;br /&gt;
Has anyone tried reversing the positions of the alien and the soldier to see through the POV of the alien? It might just be that the alien has a harder time spotting a unit directly below it. Perhaps some heavy use of mind control, or even simply using XComutil&#039;s SWP command might be of some help here. - [[User:NKF|NKF]] 20:41, 27 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
==Steam Downloaded Versions==&lt;br /&gt;
If you don&#039;t know, the Steam Versions of X-COM are all run in DOSBox, so it should be treated as a DOS type game. I found this out the hard way during a base defense where a Blaster Bomb successfully made a vertical move and killed half my team. [[User:Muton commander|Muton commander]] 16:03, 28 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: You have it backwards. The vertical move thing is a CE issue, i think. --[[User:(name here)|(name here)]] 17:04, 28 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::In the DOS version, if two Blaster Bomb waypoints are stacked right on top of each other(on different elevations), the BB will travel them correctly.  When such is done in the CE version, the Blaster Bomb will instead travel directly south from its waypoint, which often means that the firer will blow themselves up(very common for aliens in elevators).  Since the post implies he lost half his team to an alien BB, this would indeed confirm that the Steam versions are DOS in DOSBox.  (Which also makes sense for all sorts of reasons; far easier to run DOSBox on most modern computers than try and make them run CE.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:26, 28 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: There is discussion of the [[Steam Versions]] on their own page already. The Blaster bug is fixed by [[User:Seb76|Seb76]]&#039;s UFOExtender Loader, if you fancy a fair fight against the aliens. ;) [[User:Spike|Spike]] 16:21, 29 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Milking Alien Bases==&lt;br /&gt;
&lt;br /&gt;
The vertical blaster bomb bug only works if the two waypoints are stacked on each other.  There are some large gravlifts in both alien bases and battleships, and I&#039;ve, on rare occassions, seen the AI successfully splatter large portions of my squad by firing diagonally up an extra-wide grav lift shaft.  It should also be noted that there are two ways to determine how many aliens are left with some degree of accuracy.  Knowing the difficulty you&#039;re on, you can count your kills and compare them to the complement of spawned aliens.  This is a bit imprecise due to the somewhat random nature of spawns, but at least you know that if you&#039;re playing on Beginner, and have killed three terror units in an alien base, there won&#039;t be any more to kill, is nice(outside of a [[Chryssalid|specific exception]]).  You can also get an idea how many aliens are left by gauging the length of the alien turn.  The alien turn will get increasingly shorter as the AI runs out of units to move. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:03, 1 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: I sometimes find that if you skip lots of turns and do nothing, the alien turn will gradually shorten as well. Did this a lot back when I was arming all my grenades and then waiting a few turns before deploying. Bad move by the way for an 8+ grenades per team member. Don&#039;t follow in this madman&#039;s footsteps!  &lt;br /&gt;
: One way to ensure that the mission won&#039;t end suddenly is to knock out an alien, haul it back to the entry points and get it to wake up. That way you can safely wipe out everything else in the base and take your time picking up all your groceries before heading home. You can keep your captive in control by plugging the grav lift with a tank or have some folks stand guard on the lift below. -[[User:NKF|NKF]] 23:06, 1 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Panicking Alien Location ==&lt;br /&gt;
&lt;br /&gt;
This is noted as an exploit, which I suppose is fair enough if you&#039;re going &#039;by the book&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
But I&#039;ve always thought of it as your guys either hearing some wail of despair off in a particular direction, or seeing the movement of a panicky critter flailing about or rocking back and forth behind a barrel or something. &amp;lt;br&amp;gt;&lt;br /&gt;
Not so much an exploit imho, but rather your guys actually paying attention to thier surroundings. &amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Tifi|Tifi]] 14:50, 2 February 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Overviews_of_Aliens_(TFTD)&amp;diff=18243</id>
		<title>Talk:Overviews of Aliens (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Overviews_of_Aliens_(TFTD)&amp;diff=18243"/>
		<updated>2008-12-15T19:17:16Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* Hallucinoid weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally from Tentaculat Commander&#039;s edits from the once-unified Overviews of Aliens page.&lt;br /&gt;
&lt;br /&gt;
One recommendation on editing: before the &amp;quot;See Also&amp;quot; box on the beginning of each section, put an all-clearing line break:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
...otherwise, the alien image may overlap the grey box on Mozilla browsers.&lt;br /&gt;
&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 11:45, 12 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
=Alien Threat levels=&lt;br /&gt;
We need to classify the aliens in threat levels just like in the Enemy Unknown alien overview.&lt;br /&gt;
&lt;br /&gt;
I suggest the following classifications for the races; I&#039;ve given a brief justification after each race for why I classify it as I do.  Admittedly, I haven&#039;t played TFTD nearly as much as Enemy Unknown, so I may has misclassified some races.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low Threat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zombie - Slow, melee only &amp;lt;br&amp;gt;&lt;br /&gt;
Calcinite - Melee only&amp;lt;br&amp;gt;&lt;br /&gt;
Gillman- Poor stats!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Threat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aquatoid - Underwater Sectoids.  Poor stats, but watch for MC; they seem to field Squad Leaders a bit more often than Sectoids fielded Leaders or Commanders.&amp;lt;br&amp;gt;&lt;br /&gt;
Bio-Drone - Explosive, hovers, sneaks around alot.&amp;lt;br&amp;gt;&lt;br /&gt;
Deep One - Ranged attack, doesn&#039;t need direct LOS.&amp;lt;br&amp;gt;&lt;br /&gt;
Xarquid - Tough, powerful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Hallucinoid - Ranged and Melee, powerful.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Threat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lobsterman - Strong, insanely damage resistant, and can turn a trooper into confetti in melee.&amp;lt;br&amp;gt;&lt;br /&gt;
Tentaculat - As said: &amp;quot;Underwater Flying Chryssalids.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tasoth - Strong Molecular Control&amp;lt;br&amp;gt;&lt;br /&gt;
Triscene - Reapers with ranged attack!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: A few thoughts on that list. Gill-men are like UFO&#039;s sectoids in that some of them do have psi, but I think only high ranking gill-men are capable of this. &lt;br /&gt;
&lt;br /&gt;
: I&#039;d put biodrones into high threat. They&#039;re lite-Cyberdiscs and don&#039;t suffer from the cyberdisc&#039;s limitations in size. Also, please check out their snapshot accuracy. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m not too sure where to classify Hallucinoids. They are TFTD&#039;s equivalent of flying reapers. However they have fairly tough armour and their attacks are dangerous. I guess medium is the best place to put them. &lt;br /&gt;
&lt;br /&gt;
: Triscenes are another hard one, as they lack the armour that sectopods have, and can be blown away by a gas cannon with HE shells. However they share the same amazing accuracy that the biodrones have. &lt;br /&gt;
&lt;br /&gt;
: Calcinites are technically declawed chryssalids. They don&#039;t zombify, but they pack a whallop and can move very far compared to most units. I&#039;d move them up to medium. &lt;br /&gt;
&lt;br /&gt;
: -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:: Gillmen have psi?  I never noticed that, and it&#039;s not mentioned anywhere on the wiki.  Also, I know of no place to find the stats for the units in the game, other than a hex editor(and my free trial is expired.  :~( [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:52, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Could I interest you in using MS-Edit as a hex-editor of sorts? It&#039;s no where near as flashy, but it does wonders for something that was meant to just edit plain text. &lt;br /&gt;
&lt;br /&gt;
:: Last I remember, I got barraged with panic and mind control on the first part of a shipping lane mission, where I thought I was only facing gillmen. They did quite a nasty number on me before I was able to clear the map. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:Perhaps it was a Mixed Crew mission?  In any case, I tried using MS-Edit, but it doesn&#039;t work properly.  I get all sorts of symbols and no hex numbers.  Any clue why this is?  [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Definitely not a mixed crew. I cleared out the first map down to the last Gillman. &lt;br /&gt;
&lt;br /&gt;
:: With, MS-Edit, you&#039;ll be looking at the ascii character representation of the hex value. You actually look for the value of the selected symbol in the lower right corner of the screen, next to the rows and columns. The value will be in decimal, so have MS Calculator (scientific mode) open for some quick dec to hex number conversions. &lt;br /&gt;
&lt;br /&gt;
::When opening the executables, I recommend opening up files as binary with a column width of 100. This way you can look up your hex offsets quite easily - or decimal offsets I should say. Want decimal offset 116, 025? Go down to row 1160, go across to column 25. Note MS-EDIT columns start with 1, so you may have to adjust by one when looking for specific offsets.&lt;br /&gt;
&lt;br /&gt;
::With known data files, open them up depending on the size of each data structure. Say obdata.dat, use a column width of 54 and you&#039;ll get a nice regular table of sorts. Simple enough to read as long as you know what the values in each column mean. &lt;br /&gt;
&lt;br /&gt;
::The [[HackerTools]] page has a very brief explanation on how to use it. It&#039;s unorthodox, but a number of us have used MS-Edit quite extensively for our past findings, so it should do fine for looking up any values in the game files. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll give it a shot later; thanks! [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
:: You can visit my TFTD alien stats page at [http://www.strategycore.co.uk/xcom/pg/tftdalienstats StrategyCore]. The page is in a state of unfinished-ness right now, but the stats are there. Please be aware that the psionic stats only hold for every version except v1.0. The values for v1.0 are actually lower in some cases and the first patch changes them. ;) --[[User:Zombie|Zombie]] 23:39, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Hallucinoid weapons ==&lt;br /&gt;
&lt;br /&gt;
As noted in [[Talk:Hallucinoid]], I can&#039;t reproduce the claim that the Hallucinoid does not use its long range weapon, and that its melee weapon is ineffective. Can anyone confirm or deny? [[User:Spike|Spike]] 14:38, 15 November 2008 (CST)&lt;br /&gt;
:I haven&#039;t played TFTD in a while but I recall the impression that Hallucinoids are target practice. Don&#039;t ever recall them even firing, they just swim back and forwards upon seeing an aquanaut. [[User:Hobbes|Hobbes]] 14:55, 15 November 2008 (CST)&lt;br /&gt;
::In all the many years I&#039;ve played TFTD, I&#039;ve &#039;&#039;never&#039;&#039; seen the Hallucinoid use a ranged attack of any kind. And thier melee attack is more-or-less entirely negated by any armour, that is of course assuming that it takes a break from swimming around aimlessly to actually attack something.&amp;lt;br&amp;gt;&lt;br /&gt;
::Hallucinoids are easily the most worthless alien combatants, even a Gill Man or Aquatard can do something destructive. The jellyfish are just free stat boosts for your guys.&amp;lt;br&amp;gt;&lt;br /&gt;
::[[User:Tifi|Tifi]] 13:17, 15 December 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sightings_in_other_fandoms&amp;diff=15674</id>
		<title>Sightings in other fandoms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sightings_in_other_fandoms&amp;diff=15674"/>
		<updated>2008-06-17T17:29:07Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* In Civilization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Anything referring to X-Com or has elements from a X-com in another game, or fandom, go here!&lt;br /&gt;
&lt;br /&gt;
== Sound In Pokemon? ==&lt;br /&gt;
I was watching some old skool pokemon the other day, and while watching episode 22 &amp;quot;Abra and The Psychic Pokemon&amp;quot; I heard a sound from x-com as the kids go through the gym doors! To hear fpr yourself go here: http://www.animegiant.com/pokemon-series/ then click on playlist at the bottom. Scroll along till you find the aforementioned episode, Then at 7:10 and roughly 7:14 or 7:15, listen as they go through the doors! I can&#039;t desribe the sound, and I have no idea what game its from, but I instantly though X-Com when I heard it!&lt;br /&gt;
&lt;br /&gt;
: Actually, X-Com uses a lot of stock industry sound effects. For example, in UFO: the hovertank uses the siren from the Inspector Gadget opening theme. The plasma beam sounds like the Doom series BFG9000 (along with one of the deathscreams pre v1.4 that sounds like the death scream of one of the tougher Doom enemies). Some door opening sounds and energy weapon blasts can be heard in big budget movies and TV series like Star Wars and Star Trek. Millions of cartoons not-withstanding. Also check out a few of the stock sound effect packs that come with some early version of Windows - they&#039;ve got a lot of the menu sound effects that are used in TFTD. Still, it&#039;s much fun spotting these wherever you can. - [[User:NKF|NKF]] 14:29, 15 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
There was a thread somewhere on SC which covered this, but try as I might I can&#039;t find it. - [[User:Bomb Bloke|Bomb Bloke]] 04:22, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== In Civilization ==&lt;br /&gt;
&lt;br /&gt;
In Civ II the Sectoid made it into one of the short videos associated with one of the wonders. Don&#039;t ask me which, can&#039;t remember, I think it was the SETI one. Only certain versions of the game included the videos on the disc.&lt;br /&gt;
&lt;br /&gt;
There was also an expansion pack, &#039;&#039;Fantastic Worlds&#039;&#039;, which included an entire X-Com scenario.&lt;br /&gt;
&lt;br /&gt;
Civ IV included (will include?) a homage in the form of &#039;&#039;Afterworld&#039;&#039;, included with the &#039;&#039;Beyond the Sword&#039;&#039; expansion.&lt;br /&gt;
&lt;br /&gt;
The expanded version of Civ II (not the expansion - if that makes sense) called &#039;Test of Time&#039; has a very cool remix of the &#039;losing&#039; theme from UFO as part of its soundtrack. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:UFOLose.zip]]&lt;br /&gt;
&lt;br /&gt;
:You sure it was a Sectoid specifically? I mean, they&#039;re pretty much just Greys, and Greys have been around for decades. [[User:Phasma Felis|Phasma Felis]] 23:04, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Pretty sure this end... (Look closely.)&lt;br /&gt;
[[Image:CivUFO.gif]]&lt;br /&gt;
[[User:Tifi|Tifi]] 10:29, 17 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
It was the Sectoid UFOpedia image specifically. Gave me quite a surprise when it flashed up on my screen.&lt;br /&gt;
&lt;br /&gt;
Part of the reason why so much X-Com stuff ended up in Civ is because they&#039;re owned by the same rights holders, so it&#039;s quite legal for Firaxis to use that media commercially. There was even a rumour for a short time that Sid would be working on his own X-Com game, but that never came about.&lt;br /&gt;
&lt;br /&gt;
Awesome track by the way Tifi, surprised I didn&#039;t spot that myself. I&#039;m pretty sure I have both versions of the game. I guess I just never lost. :D&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 23:25, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== X-Gum ==&lt;br /&gt;
&lt;br /&gt;
According to [http://xcom.strategyplanet.gamespy.com/wxs.shtml XCommand], this stuff was actually sold by Uniconfis Corporation (See link for higher resolution originals).&lt;br /&gt;
&lt;br /&gt;
[[image:wxs1x1_small.jpg|thumb|left|250px|Front]][[image:wxs1x2_small.jpg|thumb|right|250px|Back]]&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:CivUFO.gif&amp;diff=15673</id>
		<title>File:CivUFO.gif</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:CivUFO.gif&amp;diff=15673"/>
		<updated>2008-06-17T17:27:20Z</updated>

		<summary type="html">&lt;p&gt;Tifi: Sectoids? In *MY* Civ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectoids? In *MY* Civ?&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sightings_in_other_fandoms&amp;diff=15665</id>
		<title>Sightings in other fandoms</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sightings_in_other_fandoms&amp;diff=15665"/>
		<updated>2008-06-16T21:23:06Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* In Civilization */  ToT soundtrack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Anything referring to X-Com or has elements from a X-com in another game, or fandom, go here!&lt;br /&gt;
&lt;br /&gt;
== Sound In Pokemon? ==&lt;br /&gt;
I was watching some old skool pokemon the other day, and while watching episode 22 &amp;quot;Abra and The Psychic Pokemon&amp;quot; I heard a sound from x-com as the kids go through the gym doors! To hear fpr yourself go here: http://www.animegiant.com/pokemon-series/ then click on playlist at the bottom. Scroll along till you find the aforementioned episode, Then at 7:10 and roughly 7:14 or 7:15, listen as they go through the doors! I can&#039;t desribe the sound, and I have no idea what game its from, but I instantly though X-Com when I heard it!&lt;br /&gt;
&lt;br /&gt;
: Actually, X-Com uses a lot of stock industry sound effects. For example, in UFO: the hovertank uses the siren from the Inspector Gadget opening theme. The plasma beam sounds like the Doom series BFG9000 (along with one of the deathscreams pre v1.4 that sounds like the death scream of one of the tougher Doom enemies). Some door opening sounds and energy weapon blasts can be heard in big budget movies and TV series like Star Wars and Star Trek. Millions of cartoons not-withstanding. Also check out a few of the stock sound effect packs that come with some early version of Windows - they&#039;ve got a lot of the menu sound effects that are used in TFTD. Still, it&#039;s much fun spotting these wherever you can. - [[User:NKF|NKF]] 14:29, 15 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
There was a thread somewhere on SC which covered this, but try as I might I can&#039;t find it. - [[User:Bomb Bloke|Bomb Bloke]] 04:22, 16 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== In Civilization ==&lt;br /&gt;
&lt;br /&gt;
In Civ II the Sectoid made it into one of the short videos associated with one of the wonders. Don&#039;t ask me which, can&#039;t remember, I think it was the SETI one. Only certain versions of the game included the videos on the disc.&lt;br /&gt;
&lt;br /&gt;
There was also an expansion pack, &#039;&#039;Fantastic Worlds&#039;&#039;, which included an entire X-Com scenario.&lt;br /&gt;
&lt;br /&gt;
Civ IV included (will include?) a homage in the form of &#039;&#039;Afterworld&#039;&#039;, included with the &#039;&#039;Beyond the Sword&#039;&#039; expansion.&lt;br /&gt;
&lt;br /&gt;
The expanded version of Civ II (not the expansion - if that makes sense) called &#039;Test of Time&#039; has a very cool remix of the &#039;losing&#039; theme from UFO as part of its soundtrack. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Media:UFOLose.zip]]&lt;br /&gt;
&lt;br /&gt;
== X-Gum ==&lt;br /&gt;
&lt;br /&gt;
According to [http://xcom.strategyplanet.gamespy.com/wxs.shtml XCommand], this stuff was actually sold by Uniconfis Corporation (See link for higher resolution originals).&lt;br /&gt;
&lt;br /&gt;
[[image:wxs1x1_small.jpg|thumb|left|250px|Front]][[image:wxs1x2_small.jpg|thumb|right|250px|Back]]&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:UFOLose.zip&amp;diff=15664</id>
		<title>File:UFOLose.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:UFOLose.zip&amp;diff=15664"/>
		<updated>2008-06-16T21:19:01Z</updated>

		<summary type="html">&lt;p&gt;Tifi: Civ II Test of Time - UFO remix (2.2MB WMA)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Civ II Test of Time - UFO remix (2.2MB WMA)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PRODUCT.DAT&amp;diff=15293</id>
		<title>Talk:PRODUCT.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PRODUCT.DAT&amp;diff=15293"/>
		<updated>2008-05-10T10:50:19Z</updated>

		<summary type="html">&lt;p&gt;Tifi: New page: =Manufacturing Requirements=  Bytes 8-10 have the following values for objects:  88 = Alloys&amp;lt;br&amp;gt; 60 = E115&amp;lt;br&amp;gt; 80 = Power Source&amp;lt;br&amp;gt; 81 = Navigation&amp;lt;br&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Manufacturing Requirements=&lt;br /&gt;
&lt;br /&gt;
Bytes 8-10 have the following values for objects:&lt;br /&gt;
&lt;br /&gt;
88 = Alloys&amp;lt;br&amp;gt;&lt;br /&gt;
60 = E115&amp;lt;br&amp;gt;&lt;br /&gt;
80 = Power Source&amp;lt;br&amp;gt;&lt;br /&gt;
81 = Navigation&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tifi&amp;diff=15273</id>
		<title>User:Tifi</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tifi&amp;diff=15273"/>
		<updated>2008-05-06T20:22:49Z</updated>

		<summary type="html">&lt;p&gt;Tifi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spent too long playing silly vidya gamez despite being more than old enough to know better.&lt;br /&gt;
&lt;br /&gt;
Has much fondness for [[TFTD]], and harbours a strange predeliction toward the [[Gas Cannon]], and for some unfathomable reason would like the [[Thermal Shok Launcher]] to fire [[Sonic Pulser]]s. (In other words is nuts.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would dearly love a fully funcional editor for UFO/TFTD CE, but has been consistantly dissapointed =(&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Thermal_Shok_Launcher&amp;diff=15272</id>
		<title>Talk:Thermal Shok Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Thermal_Shok_Launcher&amp;diff=15272"/>
		<updated>2008-05-06T20:21:00Z</updated>

		<summary type="html">&lt;p&gt;Tifi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitchy TSL Behaviour in CE=&lt;br /&gt;
&lt;br /&gt;
From time-to-time I&#039;ve noticed that if an alien armed with a TSL makes a reaction shot it will often fire as if it were auto-fire ie: 3 shots.&lt;br /&gt;
The weird thing is that only the 1st shot appears to be a shok bomb, the other two have the same appearance and firing sound, but thier explosion anim. and sounds are from the &#039;small&#039; explosives like GC HE rounds.&lt;br /&gt;
They also seem to do no damage at all.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this oddness many times from aliens with TSLs, but never from my troops.&lt;br /&gt;
Its not really a serious thing as it doesn&#039;t make any real difference to how things play out, but its definatley a &#039;WTF?&#039; moment.&lt;br /&gt;
&lt;br /&gt;
[[User:Tifi|Tifi]] 06:19, 4 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: By any chance, was the alien reaction shot taken at a range of 3 or less? -- [[User:Zaimoni|Zaimoni]] 11:58, 4 May 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Nay. The range was more like 15-ish, almost a whole screen. It was at the 1st stage of an Artefact Site from an Aquatard camping in the &#039;exit&#039; room if that helps any... [[User:Tifi|Tifi]] 13:21, 6 May 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Thermal_Shok_Launcher&amp;diff=15236</id>
		<title>Talk:Thermal Shok Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Thermal_Shok_Launcher&amp;diff=15236"/>
		<updated>2008-05-04T13:19:13Z</updated>

		<summary type="html">&lt;p&gt;Tifi: New page: =Glitchy TSL Behaviour in CE=  From time-to-time I&amp;#039;ve noticed that if an alien armed with a TSL makes a reaction shot it will often fire as if it were auto-fire ie: 3 shots. The weird thin...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Glitchy TSL Behaviour in CE=&lt;br /&gt;
&lt;br /&gt;
From time-to-time I&#039;ve noticed that if an alien armed with a TSL makes a reaction shot it will often fire as if it were auto-fire ie: 3 shots.&lt;br /&gt;
The weird thing is that only the 1st shot appears to be a shok bomb, the other two have the same appearance and firing sound, but thier explosion anim. and sounds are from the &#039;small&#039; explosives like GC HE rounds.&lt;br /&gt;
They also seem to do no damage at all.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve seen this oddness many times from aliens with TSLs, but never from my troops.&lt;br /&gt;
Its not really a serious thing as it doesn&#039;t make any real difference to how things play out, but its definatley a &#039;WTF?&#039; moment.&lt;br /&gt;
&lt;br /&gt;
[[User:Tifi|Tifi]] 06:19, 4 May 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=15175</id>
		<title>Talk:Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs&amp;diff=15175"/>
		<updated>2008-04-27T14:55:08Z</updated>

		<summary type="html">&lt;p&gt;Tifi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs vs Exploits ==&lt;br /&gt;
&lt;br /&gt;
Could someone comment please on the distinction between a bug and an exploit, and where to put each one? I would guess that a bug is something that undesirable and an exploit &amp;quot;might be&amp;quot; desirable, if you want to cheat. But what about exploits that happen by accident, or bugs that need to be forced to happen? &lt;br /&gt;
&lt;br /&gt;
I was going to add the Research Rollover bug to the Exploits sections, but they seem to all be under construction. What&#039;s the agreed approach?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 04:16, 15 March 2008 (PDT)&lt;br /&gt;
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* i think that an exploit is somthing you can trigger and gain an advantage from. a bug may or may not have a known trigger, and does not give an advantage if it does.&lt;br /&gt;
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== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
We should for historical reasons outline the &amp;quot;Difficulty Bug&amp;quot; that [[XcomUtil]] has saved most of us from. Any takers? --[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
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-----&lt;br /&gt;
&lt;br /&gt;
That would only require two or three short lines. Something like this: &lt;br /&gt;
&#039;&#039; &amp;quot; Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. XcomUtil performs a very minor tweak that corrects this problem. This bug was officially fixed in the Collectors Edition Windows port (also commonly known as UFO Gold). &amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Or perhaps something a bit more succinct, and with less commas. Ha! &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
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&lt;br /&gt;
This is a technical bug that doesn&#039;t happen to everyone and one this article wasn&#039;t really meant to chronical - but we won&#039;t turn away helping a fellow player if it can&#039;t be helped. It&#039;s just that there are so many random crash points in this game that it would take far too long to find them all or come up with solutions for them. &lt;br /&gt;
&lt;br /&gt;
Certainly, the transfer crash can happen to some players, but it&#039;s not one that can be reproduced easily. It&#039;s just like the random crash that some players get when they research a floater medic. It crashes the game for some of us, but others don&#039;t seem to notice it at all. &lt;br /&gt;
&lt;br /&gt;
It really depends on your hardware and OS setup, whether or not your copy of the game is damaged or your savegame is damaged, etc. &lt;br /&gt;
&lt;br /&gt;
Does it happen in all games or just this one savegame? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== &amp;quot;Invisible Muton&amp;quot; bug ==&lt;br /&gt;
&lt;br /&gt;
Upon shooting repeatedly a Muton, it sometimes plays its &amp;quot;death&amp;quot; animation without sound (as if falling unconscious) and it is no longer displayed in the screen, while remaining visible to my soldiers (I can center the screen and the cursor appears yellow over them). Under this state, they cannot be targeted by Stun Rods. They may play their death animation anytime they get shot, until they truly die, when they emit their characteristic sound and leave a corpse (along with any items carried).&lt;br /&gt;
&lt;br /&gt;
I&#039;m quite fond of laser weapons, maybe this happens more often with those.&lt;br /&gt;
&lt;br /&gt;
Also, though I remember experiencing this quite often fighting Mutons,  it may happen to any other high health race.--[[User:Trotsky|Trotsky]] 02:59, 2 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Never seen that one myself. Another &amp;quot;unpatched game&amp;quot; thing maybe?&lt;br /&gt;
&lt;br /&gt;
There&#039;s a (very rare) bug that allows your soldiers to live if they become stunned by an explosion that happens to kill them. Sometimes the game will register their death, and THEN register that they&#039;ve been stunned. In every case I&#039;ve seen this happen, however, the unit will have such a low amount of health that a single fatal wound will render it dead (again) on the next turn. I have a vague memory that other players may have been able to get a medkit to the scene on time...&lt;br /&gt;
&lt;br /&gt;
I dunno if that&#039;s related to your issue at all (I doubt it, but... meh). I&#039;d advise using a Mind Probe on the alien the next time it happens so you can check the aliens stun/health levels.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I&#039;m pretty sure I&#039;ve seen this with Mutons. Possibly Chrysallids as well, another high health, high armor creature. They were still readily killed by shooting the place they are. Good thought on the MP, BB&lt;br /&gt;
&lt;br /&gt;
---[[User:MikeTheRed|MikeTheRed]] 08:51, 2 July 2006 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been known to have a dying muton(in fire) to spin around and then switch to the female civilian death animation. With the scream and everything. Even got a civilian death registered at the end of the mission. And this didn&#039;t just happen once, but on another separate occasion.&lt;br /&gt;
&lt;br /&gt;
Hmm. shape-shifting reptilians in the game! LOL! Happens alot [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unusually enough, I once had a sectopod die and then drop a tank corpse. I was using the Lightning at the time for my troop carrier, so you can imagine my surprise. &lt;br /&gt;
&lt;br /&gt;
Then there was one occasion where a floater dropped a snakeman corpse. Let&#039;s not even get into the sort of things the aliens like to stuff themselves with. &lt;br /&gt;
&lt;br /&gt;
Your invisible alien bug is quite common, although there appears to be many causes for it. I think one involves a full object table when it comes to invisible aliens in bases. But it can also happen in ordinary missions as well. I&#039;m guessing the game may have tried to do something in the wrong order, and sprite information for the unit may have been lost or corrupted along the way. &lt;br /&gt;
&lt;br /&gt;
Having had an experience where all the chryssalids become invisible in one base defence mission was quite a shocker. I fixed this by saving the game, quitting and then restarting the game. If you ever get an invisible alien again, try this and see if it helps. If it doesn&#039;t, well, just keep a careful watch on your map and any alerts that pop up as you play. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a similar but less severe bug where a dead alien will still leave its centre-on-unit alert button, but this goes away shortly after you move or turn. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
That last bug happens when exploding Cyberdiscs kill nearby Sectoids, doesn&#039;t it?--[[User:Trotsky|Trotsky]] 23:56, 2 July 2006 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
This is a pretty easy one. I guess this bug occured on UFO recovery on a battleship, an alien base assault or a base defense mission? As soon as there are too many items on the map, the game saves some item slots for the equipment to be displayed (since it is more valuable and more important to research). This would also make stun weapons lethal if the stunned aliens would vanish. therefore the game has a failsafe if an alien is stunned (or badly wounded and becoming uncontious). The downed alien&#039;s stun level is set exactly on its left health points therefore resurrecting it instantly. This cycle is broken when the alien is finally killed. This means if you want to stun an alien in such a situation you have to destroy some items first.&lt;br /&gt;
&lt;br /&gt;
- by tequilachef (April 4th 2007)&lt;br /&gt;
&lt;br /&gt;
== Vanishing snakemen ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve known snakemen to become invisible when standing on a hay bale. On the first occassion I had a poor tank getting shot while spending numerous turns looking for it. On the second occasion I had an alien under Psi-control, left it on the hay bale, and couldn&#039;t find it next turn. - Egor&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This is not limited to snakemen. Hay bale block visibility quite much when a unit is standing on it. Two possible solutions:&lt;br /&gt;
- Destroy the hay before entering&lt;br /&gt;
- Shoot at the hay. If it is destroyed any unit on it will become visible (as long as no other bales are blocking the line of sight). You might also hit the enemy directly.&lt;br /&gt;
&lt;br /&gt;
I Dnt know if the aliens are affected by this diminished sight, too. My guess would be no.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 4th, 2007)&lt;br /&gt;
&lt;br /&gt;
== Blaster Bomb Bug ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m currently playing through X-com UFO Defense, I have the collectors edition version.  I&#039;m in the process of trying to catch a live alien commander and the blaster bomb bug is making this very difficult.  If i remember correctly a commander is always in the command center of the the alien bases.  The problem is anytime i get close there is always a dude with a blaster launcher up there that tries to kill my troops.  When they try to fire it down at me the bug kicks in and they blow up the whole command room and all the aliens in it because they can&#039;t figure out how to get the blaster bomb down the grav lift thing in there.  This is making it very dificult to actually catch a live commander.  Anyone have any ideas for tactics or anything to breach that room without the aliens trying to fire a blaster launcher up there? - eL Hector&lt;br /&gt;
&lt;br /&gt;
: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Disappearing Ammunition ==&lt;br /&gt;
&lt;br /&gt;
I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing.&lt;br /&gt;
[[User:Vagabond|Vagabond]]&lt;br /&gt;
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Just run a test using my 1.4 DOS version with XComUtil but my stun bombs didn&#039;t disappear: 30 + 1 back in the base they came from, same number after I went tactical and I dusted-off immediately. Are you running XComUtil with Runxcom.bat or did you simply run Xcusetup?&lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 22:12, 22 February 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Is it a case of hitting the 80-item limit?--[[User:Ethereal Cereal|Ethereal Cereal]] 12:28, 23 February 2007 (PST)&lt;br /&gt;
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With runxcomw.bat, as everytime. Apologies, I retested and it seems like I was mistakened, but I could have sworn that I lost them dang stunbombs. Had to manufacture some. I will test some more, using four heavy weapons and seeing whether their ammunition disappears at all. Thanks. [[User:Vagabond|Vagabond]]&lt;br /&gt;
&lt;br /&gt;
==MC at end = MIA?==&lt;br /&gt;
&lt;br /&gt;
I am sure I have seen this again recently, where I won a mission with no casualties (I thought), but the last thing I killed was a Commander that had been chain MC&#039;ing a psi-attack-magnet trooper, and that trooper was listed as MIA at the end (presumably because he was on the enemy side at the end of combat). Is this a bug, or is there another way to get MIA&#039;s on a completed mission that I might have missed?&lt;br /&gt;
&lt;br /&gt;
Since then I have been waiting for the leaders to panic at the end before killing them (or waiting for a rare resist), so I can safely exit, but am I being overcautious?&lt;br /&gt;
&lt;br /&gt;
--[[User:Sfnhltb|Sfnhltb]] 13:45, 27 February 2007 (PST)&lt;br /&gt;
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If the trooper was mind controlled on the turn you killed the last alien it will be listed as MIA. No bug there :) &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 18:16, 1 March 2007 (PST)&lt;br /&gt;
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Huh, why would that happen - your soldier should recover the very next round, why would he go MIA?&lt;br /&gt;
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--[[User:Sfnhltb|Sfnhltb]] 18:20, 1 March 2007 (PST)&lt;br /&gt;
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Doesn&#039;t make sense to me as well but that&#039;s how the game works. &lt;br /&gt;
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[[User:Hobbes|Hobbes]] 15:05, 2 March 2007 (PST)&lt;br /&gt;
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It seems that regaining control of units under enemy mind control works different for alien and human players. My guess: aliens under human MC are reverted to alien control AFTER THE ALIEN AND BEFORE THE HUMAN TURN while human units under alien control are reverted RIGHT AT THE BEGINNING OF THE HUMAN TURN. This explains three different phenomenons:&lt;br /&gt;
&lt;br /&gt;
- The discussed MIA &amp;quot;bug&amp;quot; (he unit would be returned in the next human turn, but since it never starts it is lost. The mission is still won since no unit with a &amp;quot;genuine alien&amp;quot; marking is left)&lt;br /&gt;
&lt;br /&gt;
- The fact that a mission is lost when the last human falls under MC while it is not won when this happens to the last standing alien (the aliens get their unit back before their turn starts and therefore have a unit left to pass the &amp;quot;anyone alive?&amp;quot; check, the humans would have no unit left to start a turn with. They WOULD have as soon as the turn starts, but no unit left before turn means bust)&lt;br /&gt;
&lt;br /&gt;
- The fact that aliens still can see all an MCed human saw at the end of the human turn that follows the MC while this is not vice versa (The MCed human can give information to the alien side before reverted while an MCed alien is reverted too early). The result is that aliens can control a human indefinitely without having any alien seeing him until the MC is disrupted for one turn.&lt;br /&gt;
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All confused? Then I did a good job! No seriously, this must be the explanation, I couldn&#039;t think of any other way.&lt;br /&gt;
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- By tequilachef (April 4th, 2007)&lt;br /&gt;
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&lt;br /&gt;
: You&#039;re absolutely correct on the first two points. It&#039;s a sequence issue - you never get round to recovering the unit before the new turn starts, so you end without any units whatsoever. Makes senses too since the aliens would continue to continue to mind control that same unit over and over indefinitely. &lt;br /&gt;
&lt;br /&gt;
: The third point however: The aliens don&#039;t need to know the location of the last MC&#039;d unit. They know the location of all your troops  whether they&#039;ve seen them or not from the very start. They appear to give you a few turns of grace where they won&#039;t attack you outright (unless, from my observation, all your soldiers are incredibly weak). This is evident because all of the aliens will eventually make their way towards the nearest soldier even though their movement pattern may seem semi-random. Also, they know where you are because they can initiate psionic attacks without having seen any of your troops. They generally go after the weakest troops first.  &lt;br /&gt;
&lt;br /&gt;
: Just to add a semi-related point, but from the alien&#039;s perspective. If an MC&#039;d alien unit is in the exits when you abort the mission, this alien is not recovered and in fact simply vanishes. Any equipment it was carrying is recovered, unknown artefacts or otherwise. You could possibly think of this as their version of MIA. However, the aliens differ ever so slightly in that if it&#039;s the last alien standing and under temporary mind control by the player, the mission doesn&#039;t end straight away. But I guess this is only because the player has everything under control, whereas in the other scenario, the Ai is in control. &lt;br /&gt;
&lt;br /&gt;
: -[[User:NKF|NKF]]&lt;br /&gt;
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== Crash Site in the atlantic ocean ==&lt;br /&gt;
&lt;br /&gt;
That&#039;s right, my game generated a crash site on water. Here are the details:&lt;br /&gt;
&lt;br /&gt;
- Crash Site a bit southeast of the USA (which was infiltrated a few days before by sectoids, resulting base had already been taken out), but certainly not on land.&lt;br /&gt;
&lt;br /&gt;
- UFO: battleship, floater, alien harvest&lt;br /&gt;
&lt;br /&gt;
- Geoscape: 8 X-Com Bases, 1 (known) Alien base, 2 other crash sites, 1 other (known) flying UFO (though almost worldwide decoder coverage), 3 X-Com Crafts out, 1 waypoint&lt;br /&gt;
&lt;br /&gt;
- Date: January 2000&lt;br /&gt;
&lt;br /&gt;
- Most Interesting: The Craft that downed the ship was a recently finished Firestorm (first human-alien hybrid craft I had built, I know this is lame for that date. Limited myself on 25 Scientists to improve the challenge) equipped with twin plasma. I had it built and equipped in Antarctica and then transferred to Europe. This base had no Elerium, a fact that enabled me to use the infinite fuel exploit which was in effect when downing the UFO. My craft was only slightly damaged when doing so. The battleship was the first target assigned to the craft, it came directly from my base. &lt;br /&gt;
&lt;br /&gt;
- When shot down, the UFO was not targetted by any other craft.&lt;br /&gt;
&lt;br /&gt;
- I had not lost or sold a single craft to that point.&lt;br /&gt;
&lt;br /&gt;
- When sending a squad to the crash site the game didn&#039;t crash but generated a farm land ground combat terrain.&lt;br /&gt;
&lt;br /&gt;
- I was not able to reproduce the bug from the savegame dated 2 hours before downing the UFO&lt;br /&gt;
&lt;br /&gt;
Well guys, any intelligent guesses? I still have the savegames (before and after downing)! If you want to have a look, write here.&lt;br /&gt;
&lt;br /&gt;
- By tequilachef (April 5th 2007)&lt;br /&gt;
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: Well I&#039;m sure you know about crash sites that are near land can sometimes actually be on water, so I&#039;m going to assume that this site is well far away from any land mass. Could it be a weird entry in GEODATA\WORLD.DAT that has a land mass out in the ocean? Also are you sure the game didn&#039;t crash? Sometimes when it does it will load the previous mission (and usually 90% are at farm terrain). Are you sure it generated a new map and not load the last one?&lt;br /&gt;
:No real guesses but maybe some starting points to look at. I&#039;ve probably stated some obvious situations you know about and have accounted for, but it never hurts to double check :D&lt;br /&gt;
- [[User:Pi Masta|Pi Masta]] 14:23, 5 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Inconsistencies in MCing Cyberdiscs and Sectopods ==&lt;br /&gt;
&lt;br /&gt;
I experienced, that when MCing one quadrant of a large terror unit any action it does only affects this quadrant (especially use of time units). That means, when TUs are up for one part, MC another one and continue firing. This however does not work out when moving the unit while it is not under complete control. The TUs used up by the resulting reaction fire from the rest of the unit is also deducted from the TUs &amp;quot;your&amp;quot; part has left (making it impossible for the controlled parts to return fire). This however only happens under reaction fire, not if &amp;quot;your&amp;quot; part fires on it&#039;s own. I don&#039;t know if this comes up when uncontrolled parts shoot by themselves in the alien turn, since this is hard to find out.&lt;br /&gt;
&lt;br /&gt;
: That&#039;s because large units literally are made up of four separate units. They only share the same set of general stats (in unitref.dat). Unfortunately the &#039;under mind control flag&#039; is unique to the four units, not the shared stats! So you in effect have multiple units under different control sharing the same stats. So if you move and it results in a reaction from the unit, it will spend the TUs you&#039;re using.  &lt;br /&gt;
: Successful mind control automatically fills up the unit&#039;s TUs, so each mind controlled sector gets to move or attack again until there are no more sectors to mind control. Useful way of turning reapers into long range scouts! &lt;br /&gt;
: In TFTD, they attempted to fix this bug, but in fact made it much-much worse! The only way to mind control the unit properly is to control the upper left quadrant. Only! Any other quadrant will result in a partial (clockwise) control, and you may gain control of units other than that unit, or may even get into situations where you gain permanent &#039;partial control&#039; of a large unit you haven&#039;t even sited. Wackiness all around! &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Facility Dismantle Bug ==&lt;br /&gt;
&lt;br /&gt;
Boba: I&#039;ve never experienced this bug myself in all my games in the Collectors Edition. It may very well vary from computer to computer. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]]&lt;br /&gt;
:I, however, have experienced it.  I lost an entire month&#039;s worth of playtime because I couldn&#039;t solve it. [[User:Arrow Quivershaft|Arrow Quivershaft]]&lt;br /&gt;
&lt;br /&gt;
::Anyone, any ideas on why it might vary from PC to PC? -[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d check other factors before blaming a given system. Assuming no mods are being used the most obvious is the order in which you initiated the construction of the modules. Then we&#039;ve got which one was due to be completed first, and I&#039;m sure there&#039;s a few other things to test out. Usually, a player won&#039;t cancel in-progress modules on a regular basis, so you wouldn&#039;t expect this bug to turn up often. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Manufacturing Limit Bug ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Mike, no you did not get it correct.  It is the raw number of hours needed to complete the project, not the projected hours.  I discussed this on the X-Com Forums a few months back at the following link: http://www.xcomufo.com/forums/index.php?showtopic=242027760&amp;amp;st=0&amp;amp;#entry164411&lt;br /&gt;
&lt;br /&gt;
I did tests at the time in regard to the accuracy of the data given there, but I&#039;ve lost the results.  I&#039;ll quickly redo the tests in the next hour or so. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:00, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Tests complete.  The breakpoints for every item were exactly where I predicted, regardless of number of engineers assigned.  (I ran up a huge queue of items at my dedicated factory base on an old game, and then assigned whatever engineers would fit onto one project at a time, canceling projects as data was confirmed.  This is only semi-random, but it serves our purposes.)  I did run into a single issue, though.  It appears that despite having 5 empty hangars at a (different!) base, the workshop there could not queue up more than 3 of any one craft at a time, thus making this bug impossible to replicate with the Firestorm or Lightning, as you must be producing more than three for the bug to occur.  However, it still works with the Avenger.  Later, I shall see about constructing a dedicated Hangar base with 7 hangars in order to attempt to replicate the bug.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:33, 8 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sounds great, Arrow. Why not post a simple example that shows how the problem works. As in, &amp;quot;with 1 Eng and 2 Avengers you might think X, but no, it&#039;s Y&amp;quot;. And please delete my example. And it&#039;s a fine pleasure to meet you! Cool - [[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
:::When you say the usual resources are used by the &amp;quot;lost&amp;quot; resources, that includes cash, right? It sounds like if you&#039;re willing to foot the extra bill [[Buying/Selling/Transferring#Manufacturable_Prices|money/component-wise]], this could be used to build Avengers slightly faster then normal.&lt;br /&gt;
&lt;br /&gt;
::: The usual time is 34000 hours. Double that and subtract 65535 and you&#039;re left with a paltry 2465 hours. Even a single workshop squad of 10 engineers will pull that off in a little over ten days. - [[User:Bomb Bloke|Bomb Bloke]] 01:53, 9 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::Sadly, this exploit doesn&#039;t work, because the high bit is stored SOMEWHERE.  I lack a hex reader and have no code reading skills to speak of, so I&#039;m a bit limited here.  If you set up a Workshop as you described, the game would take all the time for 2 Avengers, all the resources for the same, but in the end only produce 1 Avenger.  Meanwhile, I&#039;ll run more tests on the resources thing.  I could swear it consumes the resources, but I&#039;ll double check.&lt;br /&gt;
&lt;br /&gt;
:::::There is no need to store the high bits if the actual completion condition (assuming adequate money) is &amp;quot;number made is number ordered&amp;quot;, which wouldn&#039;t reference the hours remaining at all. - [[User:Zaimoni|Zaimoni]] 01:49, 9 Oct 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Tests done; I was unable to replicate the &#039;disappearing item&#039; trick,(Which I didn&#039;t test for last night) even with Avengers!  It appears I was wrong; this still counts as a bug, though, because the wraparound is a problem.&lt;br /&gt;
&lt;br /&gt;
::::Ironic that so much of this discussion centers around Avengers, because that&#039;s where I discovered this in the first place! [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:48, 9 June 2007 (PDT)&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
I&#039;m revisiting XCOM and was working on [[Manufacturing Profitability]]... Arrow, can you (or anyone else) say a little bit more on the Known Bugs page about this [[Known_Bugs#Manufacturing_Limit_Bug]]? It&#039;s not clear to me exactly what the bug does, except that it understates hours. Is that all?... does it still take the (non-buggy) amount of time, still use all the same resources, still make the same number, etc.? It sounds like it could be a drastic bug - or is it only a very superficial one, a display bug for the hours? It sounds like you&#039;re leaning toward this latter.&lt;br /&gt;
&lt;br /&gt;
Also on a semi-related note... I could swear I saw much more detailed info on the [[Known_Bugs#Facility_Maintenance_Costs]] issue... IIRC, the incorrect amount that&#039;s charged for maintenance, depends on exactly where a facility is in the base. IOW, different &amp;quot;rows&amp;quot; of the base cost different amounts. Could somebody provide a link there, and/or flesh the bug out better?&lt;br /&gt;
&lt;br /&gt;
Thanks! - [[User:MikeTheRed|MikeTheRed]] 11:22, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve actually seen the bug work both ways, but I&#039;ve only been able to actually replicate the more superficial version of the bug.  So the bug report up is about a superficial bug that drastically understates production time.  If you wish to make this clearer, you have my blessings.  As well, that &#039;different charging based on location&#039; is dealt with here: http://ufopaedia.org/index.php?title=Talk:Base_Facilities ; however, the table has been broken with the Wikiupgrade, and I lack sufficient knowledge of HTML table code to fix it.  But it should be of use to you.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:26, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Cool, I fixed [[Talk:Base Facilities]] but also re-organized and expanded [[Base Facilities]] so that it includes that bug in detail, as per Talk... this is an important issue that should be up front. I see that there&#039;s a separate [[Maintenance costs]] page, but I can&#039;t see having something so important (the maintenance bug explanation) all on its own page (which makes for a rather short page) rather than together with all the rest of the base facility info. If others agree (or don&#039;t care), I&#039;ll move anything remaining on Maintenance Costs to the Base Facilities page, then delete Maintenance Costs and re-route links. And if somebody does care, then please move my new section to Maintenance Costs, and move all the links, etc. Oh also I put in more words on your Manufacturing Limit Bug - how does it look? - [[User:MikeTheRed|MikeTheRed]] 16:37, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Looks pretty good, although it&#039;ll wrap fully; if you ask for 120000 hours, it won&#039;t be displaying &#039;almost no&#039; time.  The way I discovered it was when building two Avengers;  I ordered two, paid for two, waited for two...and got one.  But as said, haven&#039;t managed to repeat it, so until I do, we&#039;ll leave it like that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I just revised and put in your specific example, because it&#039;s certainly possible some of us die-hard players will order up more than 1 Avenger at a time - and it&#039;s guaranteed it&#039;d be a pain if 1 of them disappeared, laugh. I wasn&#039;t sure how concrete you were on that example but now I hear you say, you are sure it happened at least once. - [[User:MikeTheRed|MikeTheRed]] 18:33, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I have a question concerning the manufacturing &amp;quot;bug&amp;quot; which eats a craft in production due to wrap-over of the byte. Arrow (or whoever did the test), did you have a large quantity of craft already built at your bases? If so, I think this bug has more to deal with clogging up [[CRAFT.DAT]]. See, that file has a limit of 50 entries. Each craft takes up one record and each base you have built also consumes one spot. 8 bases allows 42 craft to be housed, while 6 bases allow 44. If you try to buy or manufacture craft once the file is full, nothing shows up in the game even if you have hangar space available. --[[User:Zombie|Zombie]] 19:00, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Huh, I never knew that. I don&#039;t see it listed on the Bugs page... I&#039;ll stick it in there. I&#039;ve never approached that number, but some folks might. - [[User:MikeTheRed|MikeTheRed]] 19:07, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to continue building other Avengers after that project, and they appeared correctly, so I do not believe that is the issue.  In any event, I have a very bad case of &#039;archivism&#039; and probably still have the save game and the CRAFT.DAT file around on my system; in fact, I think I was playing it a few days ago.  I can see if I can find it and upload it; it created a &#039;hole&#039; in the Avenger fleet numbers, where Avenger&#039;s x and x+2 were built, but x+1 was not. I&#039;ll look for it tonight and tomorrow and upload it to the wiki if I find it. [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:10, 8 October 2007 (PDT) EDIT: I found the file; I have 28 Avengers and 1 Skyranger in my employ.  All Avenger numbers EXCEPT #2(Avenger-2) are accounted for, and I have not sacked or lost any Avengers.  So this is where the hole and &#039;eaten&#039; Avenger is.  If anyone wants the CRAFT.DAT file from this game, I&#039;d be happy to forward it.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:20, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Sure, send it my way and I&#039;ll take a look at it. (Might as well send me the whole saved game as I may want to look at the other files too). I have tried to recreate this bug by manufacturing 1, 2 and 3 Avengers at a clip but all of them always show up. Don&#039;t know what else I could do to get this problem to crop up. --[[User:Zombie|Zombie]] 21:32, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:File emailed.  On the side, I&#039;ve tried the same thing, and never been able to repeat the bug.  It&#039;s been months since the first discovery, so I can&#039;t recall whether it was the first or the second Avenger that didn&#039;t appear.  So maybe it was just a fluke.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:57, 8 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Unconscious Enemy in Equipment Screen ==&lt;br /&gt;
&lt;br /&gt;
The following happened to me repeatedly over the last few days.&lt;br /&gt;
&lt;br /&gt;
In the last tactical Mission a live alien has been captured. When now beginning an UFO crash recovery mission this type of alien (same race and rank) appears in the equipment screen before the mission starts, meaning I can give it to any of my soldiers.&lt;br /&gt;
If I do so I can store the alien in the skyranger for the duration of the mission and, if it gains consciousness, kill or stun it at the end of it. A pile of equipment without a corpse will be in the UFO, indicating that the stunned alien is not some kind of duplicate but instead has been taken from the aliens of this mission. This is supported by the fact that in those missions the maximum number of crew members has not been surpassed.&lt;br /&gt;
If I do not do so the Alien will be placed in the crashed UFO. Whether it is unconscious or not I do not know, but the fact that it is completely disarmed when encountered in the battle suggests that it is.&lt;br /&gt;
&lt;br /&gt;
So far it seems the following is necessary for the bug to occur:&lt;br /&gt;
# An alien has to be captured alive in the last tactical combat&lt;br /&gt;
# It has to be of the same race and rank as one of the aliens in the new tactical combat&lt;br /&gt;
&lt;br /&gt;
So far this only worked...:&lt;br /&gt;
# If the new tactical combat was an UFO crash recovery of a medium scout.&lt;br /&gt;
# For floaters and mutons&lt;br /&gt;
# For soldiers and navigators&lt;br /&gt;
# If the alien in the last mission was stunned by normal weapon fire (although I do not think this is important) and not picked up (again, not likely to be important) or destroyed (which would mean it has to be actually captured)&lt;br /&gt;
&lt;br /&gt;
It seems NOT to depend on the following:&lt;br /&gt;
# The type of the last mission (were, so far: Ground assault battleship, crash recovery large scout, base defense)&lt;br /&gt;
# Which squad or vessel was involved capturing the alien&lt;br /&gt;
# Where it is locked up&lt;br /&gt;
# If it has been transferred since capture or not&lt;br /&gt;
&lt;br /&gt;
Would be interesting to know:&lt;br /&gt;
# What happens if the alien in the inventory screen is the only survivor&lt;br /&gt;
# If the alien in the invenory screen is one of the aliens randomly killed in the crash or not (it is likely to be one of the killed aliens, so far the equipment piles were always within the UFO)&lt;br /&gt;
# If this is not limited on crashed medium scouts: Does this work with terror units? What about large ones?&lt;br /&gt;
&lt;br /&gt;
Maybe this is related to the proximity grenade bug (transfer of item properties to next tactical combat).&lt;br /&gt;
&lt;br /&gt;
Additionally, in one of those mission a part of the terrain was not generated correctly. It was in farm terrain (The house on the right square, or north east square, in [[Image:Terrain-cult.gif|this pic]]). The outer wall right to the right window of the southern wall (1st Floor) was missing. Directly outside of the hole was a floor tile. I could walk a soldier through the wall, but he fell right through the tile. Dunno if this has to do with the stunned alien bug.&lt;br /&gt;
&lt;br /&gt;
Version is collectors edition (the one from abandonia.com).&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
When a mission starts, the GeoScape engine generates the unit and object tables (in MissDat&#039;s [[OBPOSREF.DAT]], [[UNIPOS.DAT]], and [[UNIREF.DAT]]) before &amp;quot;shutting down&amp;quot;. The Tactical engine then generates the maps, places the aliens on it, and blows up the UFO (if need be). Whether or not map generation and the subsequent events happen before you equip your soldiers I don&#039;t yet know.&lt;br /&gt;
&lt;br /&gt;
The test would be to check the aforementioned files to see if they contain an unconcious alien, and/or the body.&lt;br /&gt;
&lt;br /&gt;
Note that you can&#039;t see the bodies of large units on the ground (they count as four seperate objects covering four seperate tiles, so allowing the user to pick one up would essentially let you rip them apart).&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 06:35, 5 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
I honestly have no idea of how all those files work. But I still have a savegame in battlescape that is in one of those missions. So if anyone wants to have a look at those files...&lt;br /&gt;
&lt;br /&gt;
I forgot to mention: I reloaded a geoscape savegame shortly before the battle to recreate the bug, but it seems that reloading in geoscape before the buggy battle eliminates the bug. I guess his should narrow down the possible reasons...&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Next time it happens, backup the aforementioned files before you start another mission. I&#039;m afraid a savegame wouldn&#039;t be of much help.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 00:54, 7 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Soldiers moved to outside of combat screen ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;ve got a DOS version of UFO:EU, and I&#039;ve encountered a bug in the tactical combat. Sometimes (rarely) a X-COM soldier changes its location on the map on player&#039;s turn start and is placed on outside of the map, one tile north from the (north) border of the field. AFAIR the unit is then selectable (you get the flashing highlight when cursor is above), but is stuck outside of the field. Has anybody encountered this bug? It seems to happen randomly, but more frequently during the terror missions and on early turns (so maybe it&#039;s caused by high number of player/alien/civilian units?). --[[User:Maquina|Maquina]] 08:16, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve never encountered this bug in CE of UFO.  Presuming AFAIR means &amp;quot;As Far As I Recall,&amp;quot; what exactly was the soldier doing?  Any equipment data, location, or stat info might help us pin it down.  Were afflicted soldiers always carrying a specific equipment set or weapon?  Where were they on the map before they got moved?  Did they get bumped a few spaces, or teleported halfway across the Battlescape?  Does it happen more often on a specific difficulty?(Your theory would suggest this would happen most commonly on Superhuman)  Against a certain type of alien?  Best of all, if you can recreate the situation in a game, save the game and then you could upload the save file to the forums or this wiki, and the rest of us could take a look for ourselves and the code divers could root around for the cause. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:03, 3 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve had this happen to me several times in UFO and TFTD. I don&#039;t know if it&#039;s specific to the Dos version or if it can happen in the CE as well. Sometimes the soldier ends up beyond the boundary of the map right at the start of the mission, at other times it happens after you load a game. This game is glitchy, which is the source for so many of its bugs, so your soldier&#039;s coordinates are probably getting corrupted to the point where they are -1 on either the X or Y axis of the maps&#039;s normal boundaries. For me it&#039;s commonly along the top edge of the map. I don&#039;t ever recall it happening mid-mission, only at the start or after a load. I cannot faithfully say whether it happened with or without XComutil, but that could be one of the possibly many causes for this. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
:: I don&#039;t play UFO often, so I rely on just several campaigns played. This happens rarely (I&#039;ve encountered this bug twice in my last campaign with ~80 missions played), but if you haven&#039;t seen this happen then it probably doesn&#039;t show up in the CE edition. In my experience the soldier is moved always beyond the north/top map border. I think (but I&#039;m not sure) that this affects the first soldier from the team more commonly than others (or maybe even exclusevily?). The equipment/armor carried is probably not relevant, since the units moved this way don&#039;t have any special stuff, and this bug shows up on different stages of the gameplay (ie. sometimes when you have ordinary rifles, sometimes when all your units got heavy plasmas and power suits). --[[User:Maquina|Maquina]] 04:12, 4 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MY ramblings have been moved to my discussion page&#039;&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
=Great Circle Route=&lt;br /&gt;
&lt;br /&gt;
Should we have the Great Circle Route bug noted on this page at all?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:33, 6 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
=Bug not listed: SWS-Gauss Dissappearing Ammo=&lt;br /&gt;
&lt;br /&gt;
I just found this the hard way...&lt;br /&gt;
&lt;br /&gt;
* The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission.  In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Craft Gauss Cannon rounds will be immediately deducted.  These rounds cannot be refunded by any means.  If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores.&lt;br /&gt;
&lt;br /&gt;
=Bug not listed: Missing soldiers during base defense=&lt;br /&gt;
&lt;br /&gt;
I encountered an interesting bug concerning base defense missions:&lt;br /&gt;
My base got attacked while about 30 soldiers and 10 HWPs were present. The usual equipment assignment screen was skipped and the mission started instantly with only the HWPs spawned at the map. Not even a single soldier bothered to show up... *sigh*&lt;br /&gt;
Although this turned out to be in my favor (you should have seen the puzzled Ethereals trying to panic my tanks) I´d like to avoid this bug if possible. I was able to reproduce this bug several times and with different bases. &lt;br /&gt;
Can anyone explain this bug and/or tell me how to avoid it?&lt;br /&gt;
&lt;br /&gt;
Game version: Collectors edition. - [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Well, ideally, we need to know what your base&#039;s construction was to be sure of this, but I think the most likely circumstance is that the HWPs took up all the spawn points.  HWPs have maximum priority for spawning(followed by Soldiers, and then Aliens), so if you have enough of them garrisoning a base, it&#039;s entirely possible that soldiers and aliens won&#039;t spawn.  However, this doesn&#039;t explain why the soldiers didn&#039;t start stealing the Alien spawn points...in any event, you might want to take the save game file, zip it up, and get ready to email it.  I&#039;m sure [[User:Zombie|Zombie]] would be quite interested.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:28, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
It&#039;s not the spawn points, it&#039;s a [[UNITPOS.DAT]] limitation. A maximum of forty records (out of the total of eighty) are allocated for your units, and tanks (which take up four records each) get first pick. Having ten tanks means there&#039;s no room left for anything else.&lt;br /&gt;
&lt;br /&gt;
Ditch one HWP and you should see four units take it&#039;s place. - [[User:Bomb Bloke|Bomb Bloke]] 16:42, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I´ll try with a decreasing number of tanks and report the results. As I wrote above having only HWPs isn´t too bad dependent on what enemy is attacking. [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This should be mentioned in the [[ExploitsE#Base Defence Mission Spawning Issues]] section. The Bugs/Exploits really need to be sorted and consolidated. - [[User:NinthRank|NinthRank]] 16:57, 13 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
The limitation to 40 records seems to be the case; each tank I dumped got replaced by four soldiers. &lt;br /&gt;
So this can be used to effectively manage unit combination. Thanks for the quick replies! [[User:NewJoker|NewJoker]]&lt;br /&gt;
&lt;br /&gt;
=Bug not listed: Ufo Gold (Windows Vers. abandonia.com) crashin when plasm defense is finished=&lt;br /&gt;
&lt;br /&gt;
I recordnized this bug a few times now. (with hacked AND unhacked game)&lt;br /&gt;
If i place a plasma defense in 7 bases at the same Time and they are finished at the same Time, the game crashes sometimes.&lt;br /&gt;
In hacked game, it seems to crash even more when Alien containment is finished, plasma defense, shield defense...etc.&lt;br /&gt;
couldnt find it here...greetz&lt;br /&gt;
&lt;br /&gt;
: I somehow doubt the sourcing is the issue.  [You may want to fund the next XCOM series game with a Take2 re-release of UFO :)]  More generally: the game only reports the construction of a given type of facility &amp;lt;b&amp;gt;once&amp;lt;/b&amp;gt;, no matter how many bases it completes at simultaneously.  I&#039;ve only tested this &amp;lt;i&amp;gt;in vivo&amp;lt;/i&amp;gt; with three-of-a-kind at once across six bases, however.  It does seem reasonable that some sort of counter of undisplayed completions would &amp;quot;overflow&amp;quot; (attaining crash). -- [[User:Zaimoni|Zaimoni]] 10:05, Feb. 28 2008 CST&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve encountered this bug myself with General Stores, actually, not just Plasma Defense(which I never build).  EDIT: Some quick tests seem to show that there&#039;s a chance the game will crash any time two base facilities are done at the same time, regardless of whether they&#039;re in the same base or not or if they&#039;re the same facility.(although it seems to happen MUCH more in the event they&#039;re in different bases.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:13, 28 February 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
= Soldier Recruiting Bugs Tested =&lt;br /&gt;
&lt;br /&gt;
Just to note that I have positively tested and replicated the bugs listed under the new(ish) section [[Known Bugs#Soldier Recruiting Bugs|Soldier Recruiting Bugs]]. [[User:Spike|Spike]] 18:08, 19 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
=Floater Medic Bug=&lt;br /&gt;
&lt;br /&gt;
I have not thus far encountered the Floater Medic Bug; in fact, Floater Medics are often used to fill up my Rogue Gallery with interrogations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 06:50, 24 April 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
=Strength Overflow=&lt;br /&gt;
&lt;br /&gt;
During one of my games with TFTD I noticed a really annoying thing happen during battles.&lt;br /&gt;
As my troops rose up the &#039;stat.&#039; ladder they got better and better (as you&#039;d expect), until they hit about 50 strentgh and completely lost the ability to throw anything.&lt;br /&gt;
Even trying to throw something tiny like a grenade or flare into the adjacent tile resulted in the &#039;Out of Range&#039; message being displayed.&lt;br /&gt;
&lt;br /&gt;
Anyone come across this before?&lt;br /&gt;
This was in TFTD CE.&lt;br /&gt;
[[User:Tifi|Tifi]] 07:55, 27 April 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cruiser&amp;diff=15174</id>
		<title>Heavy Cruiser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cruiser&amp;diff=15174"/>
		<updated>2008-04-27T10:36:42Z</updated>

		<summary type="html">&lt;p&gt;Tifi: Swapped Hunter/Hv.CA maps to correct layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
[[Image:HeavyCruiser.gif|right]]&lt;br /&gt;
Damage capacity: 450&lt;br /&gt;
&lt;br /&gt;
Weapon Power: 60&lt;br /&gt;
&lt;br /&gt;
Weapon Range: 160 km&lt;br /&gt;
&lt;br /&gt;
Maximum Speed: 3800 knots&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
The heavy cruiser is a more powerful ship than the cruiser, larger weapons and propulsion systems boost its power. The Heavy Cruiser is used for resource missions to collect large quantities of minerals and equipment.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Although the weapons are comparatively powerful, they don&#039;t reach very far: you can leisurely empty a full rack of [[AJAX Torpedo]]es into such a vessel without fear for return fire.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ion Beam Accelerators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magnetic Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$160,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cloning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Learning Arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$60,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Re-Animation Zone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;58&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$377,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Zrbite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$1,887,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Aquatoids&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Gillmen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Tasoths&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11-15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Lobstermen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Needs testing to determine actual number.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floor Plan==&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:HunterL1.gif|Level 0&lt;br /&gt;
Image:HunterL2.gif|Level 1&lt;br /&gt;
Image:HunterL3.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{USOs}}&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hunter&amp;diff=15173</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hunter&amp;diff=15173"/>
		<updated>2008-04-27T10:35:53Z</updated>

		<summary type="html">&lt;p&gt;Tifi: Swapped Hunter/Hv.CA maps to correct layouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
[[Image:Hunter.gif|right]]&lt;br /&gt;
Damage capacity: 500&lt;br /&gt;
&lt;br /&gt;
Weapon Power: 50&lt;br /&gt;
&lt;br /&gt;
Weapon Range: 144 km&lt;br /&gt;
&lt;br /&gt;
Maximum Speed: 4500 knots&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
This vessel is equipped with an examination room for performing experiments and surgery on human subjects. The victims are subjected to the foulest tortures and the brain is often removed and stored for processing en-route.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ion Beam Accelerators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magnetic Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$160,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cloning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Learning Arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Re-Animation Zone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$455,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Zrbite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$2,195,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Aquatoids&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Gillmen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Tasoths&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Lobstermen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&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;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floor Plan==&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:HCruiserL1.gif|Level 0&lt;br /&gt;
Image:HCruiserL2.gif|Level 1&lt;br /&gt;
Image:HCruiserL3.gif|Level 2&lt;br /&gt;
Image:HCruiserL4.gif|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{USOs}}&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=15172</id>
		<title>Alien Submarines</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=15172"/>
		<updated>2008-04-27T10:33:21Z</updated>

		<summary type="html">&lt;p&gt;Tifi: /* Subs vs. USOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;USOs&#039;&#039;&#039; used by the aliens are big, blocky, shapes which resemble sea creatures and lack most forms of aerodynamics. They are able to dive and fly at breakneck speeds through the power of [[Zrbite]] and the resiliency of [[Aqua Plastics]].  USOs come in a variety of forms ranging from the tiny Survey Ships right up to the massive Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
USOs are the aliens&#039; sole method to move around Earth, and collect resources, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute naval superiority. Earth&#039;s forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have an vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth&#039;s defenses from the inside.&lt;br /&gt;
&lt;br /&gt;
Despite this, commanders should still down as many USOs as possible. At the very least, it may slow the aliens down some. &lt;br /&gt;
&lt;br /&gt;
==USO Overview==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Craft !! Size !! Max&amp;lt;br&amp;gt;Speed !! Weapon&amp;lt;br&amp;gt;Power !! Weapon&amp;lt;br&amp;gt;Range !! Damage&amp;lt;br&amp;gt;Capacity !! UFO&amp;lt;br&amp;gt;Grounded&amp;lt;br&amp;gt; points !! ~Crew !! ~Loot&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Survey Ship]] ||Very Small || 2,000 || 0 || 0 || 60 || 50|| 1 || 500k&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Escort]] || Small || 2,800 || 30 || 13 || 300 || 75 || 6 || 1.8M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Cruiser]] || Small || 2,600 || 25 || 35 || 300 || 125 || 9 || 2.2M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Heavy Cruiser]] || Medium || 3,800 || 60 || 20 || 450 || 250 || 15 || 3.5M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Hunter]] || Medium || 4,500 || 50 || 18 || 500 || 250 || 13 || 3.6M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Fleet Supply Cruiser]] || Large || 3,400 || 70 || 38 || 2,000 || 400 || 15 || 5.7M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Battleship (TFTD)|Battleship]] || Large || 4,200 || 120 || 50 || 1,400 || 500 || 9+5 || 5.0M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Dreadnought]] || Very Large || 4,800 || 140 || 60 || 3,400 || 700 || 16+3 || 8.5M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
* The figures given in the in-game [[UFOpaedia]] are a factor of 8 too high. The values in this table have been corrected so they are comparable to [[Sub_Armaments|Sub Armament]] ranges.&lt;br /&gt;
* Crew numbers depend on difficulty level as well as luck. Your mileage will vary.&lt;br /&gt;
* The monetary value of recovering such a USO if you sell almost everything. As this includes dead bodies and their former gear, the figure given may serve merely as rough orientation.&lt;br /&gt;
&lt;br /&gt;
== Weapons vs. USOs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vmax&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Barracuda]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Manta]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hammerhead]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4030&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Armament&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Range (km)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Reload Time (s)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Shots&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Gas Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AJAX&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D.U.P. Head&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;80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gauss Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sonic Oscillator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;P.W.T. Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
If your craft is faster, the USO cannot escape; if your weapons have a higher range than the USO, you&#039;ll be entirely safe from return fire.&lt;br /&gt;
&lt;br /&gt;
* Sonic Oscillators can safely be used (even by Barracudas) against any USOs except Dreadnoughts.  Even against Dreadnoughts, Sonic Oscillators are better than P.W.T. Launchers because a minimum of &#039;&#039;four&#039;&#039; P.W.T.-armed craft are required to down a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
== Subs vs. USOs ==&lt;br /&gt;
&lt;br /&gt;
* The Barracuda can always catch Survey Ships for the Barracuda is faster, but it often cannot dive deep enough to engage its target.&lt;br /&gt;
* The Manta is faster than all USOs EXCEPT the Dreadnought.&lt;br /&gt;
* The Hammerhead can intercept all USOs except the Hunter, the Battleship, and the Dreadnought, which must slow down in order for the Hammerhead to catch up.&lt;br /&gt;
* The Leviathan is 1000 speed units faster than even the mighty Dreadnought and can intercept all alien USOs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{USOs}}&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tifi&amp;diff=15171</id>
		<title>User:Tifi</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tifi&amp;diff=15171"/>
		<updated>2008-04-27T09:56:55Z</updated>

		<summary type="html">&lt;p&gt;Tifi: New page: Spent too long playing silly vidya gamez despite being more than old enough to know better.  Has much fondness for TFTD, and harbours a strange predeliction toward the Gas Cannon, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spent too long playing silly vidya gamez despite being more than old enough to know better.&lt;br /&gt;
&lt;br /&gt;
Has much fondness for [[TFTD]], and harbours a strange predeliction toward the [[Gas Cannon]], and for some unfathomable reason would like the [[Thermal Shok Launcher]] to fire [[Sonic Pulser]]s. (In other words is nuts.)&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&amp;diff=15150</id>
		<title>Overviews of Aliens (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&amp;diff=15150"/>
		<updated>2008-04-25T18:11:46Z</updated>

		<summary type="html">&lt;p&gt;Tifi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren&#039;t yet well-versed in such things, here&#039;s a rundown on how mean each of these creatures can be in a fight. For more details, look at aliens&#039; specific pages or [[Alien Stats (TFTD)|the stats page]].&lt;br /&gt;
&lt;br /&gt;
==Low Threat==&lt;br /&gt;
===Gill Man - Armed Combatant===&lt;br /&gt;
[[Image:Gillman.png|How does I betray planet?]]&lt;br /&gt;
&lt;br /&gt;
These guys are the worst. Not only are they mediocre soldiers but they&#039;re pathetic traitors to boot.&lt;br /&gt;
They have marginally better stats. than the [[Aquatoid]]s but have no M.C. ability whatsoever with the sole exception to the [[Commander]] rank, who isn&#039;t especially good at it anyway.&lt;br /&gt;
Gillmen have no redeeming features whatsoever from a military standpoint, and we can only assume the aliens use them as cannon fodder by testament of their frequent appearance on the battlefield.&lt;br /&gt;
They have all ranks except for the Medic.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Pretty much anything.&lt;br /&gt;
&lt;br /&gt;
You will need to have examined a dead Gillman in order to unlock the [[Thermic Lance]].&lt;br /&gt;
&lt;br /&gt;
===Calcinite - Terror Unit===&lt;br /&gt;
[[Image:Calc.PNG|I am a civilian you cannot see me, oh wait...]]&lt;br /&gt;
&lt;br /&gt;
Melee only units with [[Vibro Blade]] claws. These guys can take a bit of a beating due to thier high level of health and are pretty fast, but they don&#039;t have any special resistance to any weapons so sustained fire of any kind will drop them. Eventually.&lt;br /&gt;
Calcinites have no ranks and are found in the company of [[Aquatoid]]s on land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Gauss or Sonic prefered, but Explosives and [[Gas Cannon]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
A dead Calcinite is required to unlock all the melee weapons, starting with the [[Vibro Blade]].&lt;br /&gt;
&lt;br /&gt;
===Hallucinoid - Terror Unit===&lt;br /&gt;
[[Image:Hallucinoid.png|Why do I exist?]]&lt;br /&gt;
&lt;br /&gt;
Probably the most pointless of all the aliens, this giant jellyfish despite having lots of [[TU]]s and health as well as two weapons at its disposal seems to do nothing but float around occasionally bumping into an [[aquanaut]] and attacking with its tentacles which do precicely nothing, while completely ignoring its built-in [[Thermal Shok Launcher]].&lt;br /&gt;
Its large size also means it is incredibly weak against explosives.&lt;br /&gt;
Hallucionoids have no ranks and are found in the company of [[Aquatoid]]s on underwater missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Anything except armour piercing, but especially explosives and phosphor.&lt;br /&gt;
&lt;br /&gt;
===Zombie - Fallen [[Aquanaut]]===&lt;br /&gt;
&lt;br /&gt;
The unfortunate result of an entanglement with a [[Tentaculat]].&lt;br /&gt;
Zombies are slow and armed only with [[Vibro Blade]] claws making them easy to evade and kill, they are however completely immune to stun weapons and leave a nasty surprise for you upon thier death: A bouncing baby Tentaculat with full [[TU]]s and a hunger for tasty X-COM flesh.&lt;br /&gt;
Zombies have no ranks and can only be found where there are already Tentaculats which (thankfully) means at least you don&#039;t have to worry about [[Civilian]]s feeding these things.&lt;br /&gt;
&lt;br /&gt;
Methods of disposal: Pretty much anything so long as you can take care of the resulting &#039;surprise&#039; as well.&lt;br /&gt;
&lt;br /&gt;
==Medium Threat==&lt;br /&gt;
===Aquatoid - Armed Combatant===&lt;br /&gt;
[[Image:Aquatoid.png|Beware: Aquatards!]]&lt;br /&gt;
&lt;br /&gt;
Relations to the [[Sectoid]]s, these guys have much the same strengths and weaknesses.&lt;br /&gt;
They make at best barely average soldiers having pitifully low stats, so why are they &#039;medium threat&#039; you ask?&lt;br /&gt;
All of thier ranks except for the Soldier have [[Molecular Control]] abilities, and the higher ranks can be pretty good at it.&lt;br /&gt;
Aquatoids can be of any rank (they are the only race to have Medics).&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Anything, Staring, Harsh Language - they really are that weak.&lt;br /&gt;
&lt;br /&gt;
===Deep One - Terror Unit===&lt;br /&gt;
[[Image:DeepOne.png|Cthulu says: Die plz.]]&lt;br /&gt;
&lt;br /&gt;
Probably the biggest mistake the aliens made was creating the Deep One as they are the basis from which X-COM goes about unlocking the most important secrets: Armour and Advanced craft.&lt;br /&gt;
Altough they&#039;re pretty resistant to the basic &#039;bought&#039; weapons, they&#039;re simply fodder for anything else. They are however armed with what appears to be an electrical mortar of some kind which is unaffected by armour and does not require a direct line-of-sight to its target, thankfully it is woefully innacurate.&lt;br /&gt;
Deep Ones have no ranks and are found in the company of [[Gillmen]] in land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Pretty much anything really.&lt;br /&gt;
&lt;br /&gt;
It cannot be overstated how vitally important these creatures are to your research, you will require dead examples to unlock research into [[Aqua Plastics]] and [[Plastic Aqua Armour]], and &#039;&#039;&#039;afterwards&#039;&#039;&#039; live specimens to unlock [[Ion Armour]], advanced Submarines and advanced [[SWS]] models.&lt;br /&gt;
&lt;br /&gt;
===Xarquid - Terror Unit===&lt;br /&gt;
[[Image:Xarquid.png|Japanese Delicacy]]&lt;br /&gt;
&lt;br /&gt;
Probably the rarest of all the TFTD units.&lt;br /&gt;
Although they have fairly decent stats they don&#039;t seem to move around much, preferring instead to &#039;camp&#039; a particular location and use thier good reflexes to tag intruders with thier particle cannon, which seems to be roughly equivalent to the [[SWS]] [[Gauss Cannon]] making it fairly decent at cracking X-COM armour.&lt;br /&gt;
However being a 2x2 unit the Xarquid is very vulnerable to damage from underneath.&lt;br /&gt;
Xarquid are found in the company of [[Gillmen]] on underwater missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Explosives, [[AP]] weapons (especially blades).&lt;br /&gt;
&lt;br /&gt;
===Tricene - Terror Unit===&lt;br /&gt;
[[Image:Triscene.png|Jurassic Farce]]&lt;br /&gt;
&lt;br /&gt;
Another pretty rare unit, the Tricene is on first apperances a formidable foe with its twin [[Sonic Cannon]]s and [[Vibro Blade]] bite along with lots of [[TU]]s and health.&lt;br /&gt;
But it is let down by it&#039;s non-existant underside armour which means it can be felled by a single lowly [[Magna Blast Grenade]].&lt;br /&gt;
Tricene have no ranks and are found in the company of Lobster Menn on land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Explosives.&lt;br /&gt;
&lt;br /&gt;
==High Threat==&lt;br /&gt;
===Lobster Man - Armed Combatant===&lt;br /&gt;
[[Image:Lobsterman.png|Foe or Food?]]&lt;br /&gt;
&lt;br /&gt;
These orange instruments of doom are the [[Muton]] of TFTD. Big and tough, but not really the sharpest knife in the alien drawer. Despite this they are very flexible opponents as they can fight with standard weapons or thier built-in [[Thermic Lance]] attack.&lt;br /&gt;
However, they have a formidable resistance to almost every weapon you can get your hands on and plenty of health meaning they can take a sometimes unreal amount of punishment before dropping dead.&lt;br /&gt;
Lobster Men have all ranks except for Medic, and none of them have any M.C. ability at all.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Stun Bombs (or Tazers if you&#039;re feeling brave), Bladed Weapons, Auto-Fire Gauss and a backpack full of clips...&lt;br /&gt;
&lt;br /&gt;
A live Lobster Man Commander is required to research the [[Leviathan]] Assault Sub.&lt;br /&gt;
&lt;br /&gt;
===Tasoth - Armed Combatant===&lt;br /&gt;
[[Image:Tasoth.png|Rag-dolly-lizard, all liquid inside...]]&lt;br /&gt;
&lt;br /&gt;
Fast and agile, these guys can be quite a nuisance as they have plenty of [[TU]]s to run around and lots of health to soak up damage, although they don&#039;t really have any special resistance to any weaponry.&lt;br /&gt;
Tasoth come in two flavours: Soldier and Squad Leader.&lt;br /&gt;
Both ranks are more or less the same except for the leaders having slighty better stats. and more importantly [[Molecular Control]] ability.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Sonic and Gauss work fine, you&#039;ll just need more of it.&lt;br /&gt;
&lt;br /&gt;
A live Tasoth of either rank is required to research the [[M.C. Disruptor]] and [[M.C. Generator]].&lt;br /&gt;
&lt;br /&gt;
===Bio Drone - Terror Unit===&lt;br /&gt;
[[Image:BioDrone.png|Screaming you to death since 2045.]]&lt;br /&gt;
&lt;br /&gt;
Miniature [[Hovertank]]s with good armour, powerful and accurate weapons and absurdly high reactions.&lt;br /&gt;
These things are a menace that can not only cut your men down in thier own turn, but take a fair amount of punishment before falling, and when they do fall they explode.&lt;br /&gt;
There are however two quirks of this beast to take advantage of.&lt;br /&gt;
Firstly they don&#039;t self-destruct if they are killed by bladed weapons (this includes the [[Thermal Tazer]].&lt;br /&gt;
And second, they have a secondary melee weapon which they prefer to use in close quarters, the thing is it doesn&#039;t seem to do any damage.&lt;br /&gt;
Bio Drones are usually found in the company of [[Lobster Men]] for land missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal: Gauss, Sonic and Explosives from as far away as possible, or Blades as close as possible.&lt;br /&gt;
&lt;br /&gt;
===Tentaculat - Terror Unit===&lt;br /&gt;
[[Image:Tentaculat.PNG|Death From Above!]]&lt;br /&gt;
&lt;br /&gt;
Tentaculats are very similar to a [[Chryssalid]]. These big brain creatures have the same ability to proliferate by &#039;&#039;zombify&#039;&#039;ing their targets into mindless walking incubators for their young. They are only found in water and are generally found guarding Dreadnaughts, Terror Ships or alien structures. Tentaculats are able to raise or lower their elevation in the water with impunity. In short: Underwater flying [[Chryssalid]]s.&lt;br /&gt;
Tentaculats have no ranks and are usually found in the company of [[Lobster Men]] for underwater missions.&lt;br /&gt;
&lt;br /&gt;
Methods of Disposal : Phosphorous rounds, explosives and a healthy dose of luck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt; &lt;br /&gt;
 See Also [[Chryssalid]] | [[Zombie]] | [[Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Alien Stats (TFTD)]] |&lt;br /&gt;
[[Overviews of Aliens|Overviews of Aliens (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Tifi</name></author>
	</entry>
</feed>