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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Unsterblich</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:51:51Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=16830</id>
		<title>User:Seb76</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Seb76&amp;diff=16830"/>
		<updated>2008-09-05T23:57:14Z</updated>

		<summary type="html">&lt;p&gt;Unsterblich: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi guys, I&#039;ve been posting here for quite some time now so I guess it&#039;s time to make this page. For now it&#039;s just a stub, I&#039;ll try to update it when time is available.&lt;br /&gt;
&lt;br /&gt;
I was a teenager when the game came out. I had no computer back then but I remember playing it on the computer of a friend&#039;s father, it was simply awesome. Years passed, and 3D completely changed the face of videogames. The main focus was turned to polygon counts and frames per second. Duke Nukem, Quake, Unreal, -you name any FPS-; I totally forgot about the &amp;quot;old-era&amp;quot; games. Later my interest in emulation brought me to the dosbox project; a real wayback machine... After all this 3D orgy, I decided to give it a shot and restarted the old X-COM just for fun. But then all memories came back at once; the music, the huge pixels, the tension of the first terror mission... The feeling was still the same after all the years. Still unmatched. IMHO the &amp;quot;best game ever&amp;quot; award it got is really deserved.&lt;br /&gt;
I since tried the &amp;quot;UFO after-xxx&amp;quot; spinoffs, but I think their pseudo-realtime aspect removes what make X-COM unique to me, this feeling you get when you press the end of turn button. Everything can happen then...&lt;br /&gt;
&lt;br /&gt;
Nowaday, most of my occupation with XCom is analysis of its code, and trying to explain the odd behaviors and see how the game can be exploited (with the help of a few patches). I&#039;ll try to gather here the most interesting pieces that I can find (most of my findings are scattered across the talk pages for the moment). Feel free to use the talk page if you have questions/suggestions.&lt;br /&gt;
&lt;br /&gt;
== UFO Extender ==&lt;br /&gt;
This section is about a loader I&#039;m working on that adds functionalities/fixes to the UFO Collector edition of the game. You can grab it here: [[Image:UFOLoader.zip ]]. The loader patches the program in memory, it does &#039;&#039;&#039;not&#039;&#039;&#039; modify the executable. The advantage is that it won&#039;t change the file on disk so there is little risk of destroying your game installation (still, it is wise to do a backup of your game folder before using this). Modifications are seamless: there is no need to restart or wait for a geoscape/tactical transition to see the effect of the patches.&lt;br /&gt;
&lt;br /&gt;
By default no patch is enabled; you need to activate them in the ini file. To use, just unpack the zip file in your XCOM directory, edit the ini file and start the UFOLoader.exe file. It looks for a file named &amp;quot;UFO Defense.exe&amp;quot; (you can arrange that in the ini file).&lt;br /&gt;
Of course, if your computer fries while you&#039;re using it, I don&#039;t take any responsability...&lt;br /&gt;
&lt;br /&gt;
Do not hesitate to report any problem you encounter with it, I&#039;ll try to help you fix it. Also feel free to propose any idea that might be worth a mod ;-)&lt;br /&gt;
&lt;br /&gt;
NB: You need the VC2008 runtime to run this program. If you don&#039;t already have it installed, you can get it [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en here]. [[User:Seb76|Seb76]] 17:03, 18 July 2008 (PDT)&lt;br /&gt;
=== Equipment Screen ===&lt;br /&gt;
This patch changes the equipment screen. It effectively renders [[Statstrings|statstrings]] obsolete ;-)&lt;br /&gt;
Before battle, it changes the screen like this (in the final version, the psi stats are only shown when the psi skill has been trained):&lt;br /&gt;
&lt;br /&gt;
[[Image:Equip.png]]&lt;br /&gt;
&lt;br /&gt;
and during the mission, it looks like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingame.png]]&lt;br /&gt;
&lt;br /&gt;
You can also have the rank shown:&lt;br /&gt;
&lt;br /&gt;
[[Image:Rank.png]]&lt;br /&gt;
&lt;br /&gt;
(The &amp;quot;Weight&amp;gt;&amp;quot; at the bottom is only because I use a modified english.dat with an old patch, you should not see it in your version)&lt;br /&gt;
&lt;br /&gt;
=== PSX Music ===&lt;br /&gt;
If you have the PSX version of the game, you can enjoy the CD music with this patch. The tracks are mapped like that:&lt;br /&gt;
* 1,2,3,4: geoscape music&lt;br /&gt;
* 5: gmdefend&lt;br /&gt;
* 6: gmenbase&lt;br /&gt;
* 7: gmmars&lt;br /&gt;
* 8: gminter&lt;br /&gt;
* 9: gmstory&lt;br /&gt;
* 10,11: battlescape music&lt;br /&gt;
* 12: gmnewmar&lt;br /&gt;
&lt;br /&gt;
gmwin and gmlose are not available. Because of similarity, gmlose is replaced with gmstory and gmwin with gminter. &lt;br /&gt;
&lt;br /&gt;
: I&#039;m just wondering if it would be an idea to providing a selectable option that allows you to mix up the tactical music to include some of the other tracks as well, like the Geoscape tracks or gmstory. Breaks up the monotony a bit and can sometimes change the mood of the battle. But leave that until after you&#039;ve achieved what you&#039;re setting out to achieve. &lt;br /&gt;
&lt;br /&gt;
: The intro should stick with the midi music, or you could use the interception music since that is a remix of the intro. On second though, scrap that - it lacks the slow buildup that is a major part of the intro. &lt;br /&gt;
&lt;br /&gt;
: P. S. Oh, and don&#039;t forget that the PSX music tracks start from track 02. -[[User:NKF|NKF]]&lt;br /&gt;
:: Hehe, you should have posted this yesterday. I lost one hour banging my head in a why-the-hell-does-it-play-interception-music-in-the-menu way before I realised that ;-) The intro music does not use the same mecanism as ingame music so it is not impacted by the modification. As for your suggestion, well the patch is written in C and mciSendString is flexible enough to allow stuff like that I think. The most difficult part is to define what we want... I&#039;ll however update with the current version and keep that improvement for later. &lt;br /&gt;
&lt;br /&gt;
=== Wreck Analysis ===&lt;br /&gt;
Until the construction of hyper-wave decoders, it is impossible to know what missions aliens are performing. Even after recovering an alien ship, XCOM intelligence is unable to determine what was its purpose. This is no longer true. Salvaged navigation modules can now be analysed and may reveal what evil intentions the aliens had:&lt;br /&gt;
&lt;br /&gt;
[[Image:Wreck_analysis.png]]&lt;br /&gt;
&lt;br /&gt;
The probability of retrieving the information is based on the difficulty and on the number of UFO navigation items recovered from the mission. UFO mission and geographical zone can be discovered individually too.&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Made a fix for this, but it still requires some testing. I need some feedback to know if I can close the case for good.&lt;br /&gt;
&lt;br /&gt;
[[Image:Disjoint.png]]&lt;br /&gt;
&lt;br /&gt;
=== Heavy Laser Mod ===&lt;br /&gt;
This adds 2 firing modes to the heavy laser (which sucks big time by default :p):&lt;br /&gt;
*Burst mode: you select 3 target points, and the soldier will shoot a 5 shots burst (on each and between points)&lt;br /&gt;
[[Image:burst1.png]] [[Image:burst2.png]] [[Image:burst3.png]]&lt;br /&gt;
&lt;br /&gt;
*Full auto: you select 2 points, the soldier will spray the area inbetween with 10 shots&lt;br /&gt;
[[Image:fullauto1.png]] [[Image:fullauto2.png]] [[Image:fullauto3.png]]&lt;br /&gt;
&lt;br /&gt;
I did not remove the Snap Shot to allow the soldier some reaction fire shots. This obviously needs some tweaking (TU usage, accuracy, number of shots), so feel free to propose stuff.&lt;br /&gt;
 &lt;br /&gt;
Edit: Development version available here: [[Image:UFOExtender-dev.zip ]]. Known issues:&lt;br /&gt;
* first shot not clearly visible&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Scroll speed in tactical mode is reduced. It is too fast for certain hardware configurations&lt;br /&gt;
* [[Known_Bugs#Phantom_Radar | Phantom radar bug]] fixed. Radar coverage is updated when facilities are destructed&lt;br /&gt;
* [[Known_Bugs#Paying_For_Dirt | Pay for dirt]] bug removed. The cause was a funny one ^_^&lt;br /&gt;
* If you&#039;re tired of having to reselect your TU reserve mode at the begining of each turn, then the &amp;quot;Save Reserve Mode&amp;quot; patch is for you :)&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug | Base disjoint bug]]&lt;br /&gt;
* [[Known_Bugs#Base_Facility_Dismantle-Construction_Crash | Base Facility Dismantle-Construction Crash]]&lt;br /&gt;
* [[Known_Bugs#Radar_Stacking | Radar stacking ]] enabled. Credits go to [[User:Spike#Base_Fixer | Spike]] for I used something close to his formula.&lt;br /&gt;
* [[Known_Bugs#Collectors_Edition_Blaster_Bomb_Bug | Vertical waypoints blaster bomb bug]]&lt;br /&gt;
* Garbled video output due to ignored pitch&lt;br /&gt;
* [[Known_Bugs#Interceptions:_Last_Shot_Always_Misses | Problem with last salvo ]] during dogfights. The ship won&#039;t retreat when running out of ammo, allowing the last salvo to hit. Not the perfect solution, but you may still find this useful&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Armed state issues]] with proximity grenades when reloading a game. Should also fix [[Known_Bugs#What_just_exploded.3F | &amp;quot;What just exploded?&amp;quot;]]&lt;br /&gt;
* [[Known_Bugs#The_trouble_with_Mines_in_General | Experience issue]] with proximity grenades. The thrower now gets the experience, not the poor alien that blows up...&lt;br /&gt;
* [[Known_Bugs#Fuel_dump_on_transfer | Refueling issue]] when transfered crafts arrive&lt;br /&gt;
* [[Known_Bugs#Elerium-fueled_Craft_Bug | Elerium fueled crafts bug]] when fuel level is 50%&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
* Hot grenades: they do explode even when held...&lt;br /&gt;
* Alien Inventory: access to mind controlled units&#039; inventory is granted&lt;br /&gt;
* Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired&lt;br /&gt;
* Aliens do not seem to care if you assault a landed UFO. You can now have them retaliate as if their ship was shot down. Note that this was not extensively tested so feel free to report any odd thing that may happen when this patch is activated!!&lt;br /&gt;
* Skippable intro movie&lt;br /&gt;
* Why can&#039;t we use alien weaponry without researching? After all a gun&#039;s a gun, you just pull the trigger... A new hack was added for this. When activated, you can use all alien items you recovered. Of course you still do need to research items before you&#039;re able to manufacture them!&lt;br /&gt;
* No Blaster Bomb Drift: disable the randomness applied to blaster bomb trajectories between waypoints. It&#039;ll solve drifting issues experimented with the blaster launcher, but also make aliens even more deadly with that weapon since the hard coded accuracy of 55% they have won&#039;t affect their shots anymore&lt;br /&gt;
* Recover All Clips: recover all clips after tactical phase, even those that have been used (does not recover completely depleted ones)&lt;br /&gt;
* No Alien Psi: no more psi trouble when fighting sectoids/ethereals&lt;br /&gt;
* Kill stunned units in explosions (&amp;lt;span style=&#039;color:red&#039;&amp;gt;highly experimental!&amp;lt;/span&amp;gt;): usually, unconscious units just disappear when they blow up. Now you can score a kill when you blast stunned units (with the experience, morale and all the stuff that goes with it).&lt;br /&gt;
[[Image:Blasted1.png]] [[Image:Blasted2.png]]&lt;br /&gt;
&lt;br /&gt;
In case of XCom units destroyed that way, they&#039;ll no longer go MIA but KIA.&lt;br /&gt;
&lt;br /&gt;
=== Hacks ===&lt;br /&gt;
These hacks heavily alter the gameplay and should only be used for testing purpose.&lt;br /&gt;
&lt;br /&gt;
* Prevent game over when score is really bad at the end of the month&lt;br /&gt;
* Big brother: all shall be revealed ;-)&lt;br /&gt;
* Alien pets: Alien turn handed over to the human player&lt;/div&gt;</summary>
		<author><name>Unsterblich</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=16825</id>
		<title>Exploiting Mind Control</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=16825"/>
		<updated>2008-09-05T22:24:22Z</updated>

		<summary type="html">&lt;p&gt;Unsterblich: /* My Pet Alien */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Mind Control Madness=&lt;br /&gt;
==Civilian Traitors==&lt;br /&gt;
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens&#039; turn. This is true even if you mind control a [[Civilian]]. While saving civilians leads to higher scores, &amp;quot;removing&amp;quot; them from play in this way then killing them off as aliens removes the risk of a score penalty should they be fall into trouble.&lt;br /&gt;
==Resurrect Zombified Agents==&lt;br /&gt;
also known as: &#039;&#039;&#039;Permanent Control of a Chryssalid/Tentaculat&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;To &#039;rescue&#039; your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form then shoot it to make it hatch. The chrysallid/tentaculat that just hatched will appear to be hostile, but don&#039;t kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions. If you lost an agent to make a zombie and you use this trick, you can &#039;recover&#039; the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base.&lt;br /&gt;
&amp;lt;br&amp;gt;If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet&#039;s health. However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. So you may go in with 10 soldiers, but leave with 10 and -5 casualties.&lt;br /&gt;
&amp;lt;br&amp;gt;This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. However, if you give you pet a primed high explosive and send them off to scout, they will drop it when they die. &lt;br /&gt;
==My Pet Alien==&lt;br /&gt;
Any alien can be your agent&#039;s personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you&#039;ll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. If you move the large alien there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. Alternatively, you can target the other alien quadrants and make the terror unit shoot itself. This is worthwhile tactic to use on Cyberdiscs and Sectopods. Cyberdiscs explode on death while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.&lt;br /&gt;
&lt;br /&gt;
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you&#039;re lucky.&lt;br /&gt;
&lt;br /&gt;
Note: On Windows version, you only have to mind-control two squares of the creature, and it will be yours for the turn.&lt;br /&gt;
&lt;br /&gt;
==Access the Alien Inventory Screen==&lt;br /&gt;
When an alien is mind controlled, you can&#039;t directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through &#039;&#039;&#039;all&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;WARNING&#039;&#039;&#039; There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]}, live grenades, or anything else. Remember to mind control them each turn if you use them as mules.&lt;br /&gt;
&lt;br /&gt;
==Exponential Mind Control==&lt;br /&gt;
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. Therefore, you can take control of, (eg:) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. You can then use the Ethereal&#039;s psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.&lt;br /&gt;
&lt;br /&gt;
It is even easier to use several high-level Psi troops (80+ Psi Strength &amp;amp; Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport).  This is easily the single most imbalancing tactic in the game, short of hacking the game files.&lt;br /&gt;
&lt;br /&gt;
==Zombie&#039;s Permanent Control of Aliens via Stunning==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mind Control any 1x1 alien. Zombies are exempt from this as well as 2x2 terror units (as these can&#039;t be stunned), but all the other aliens are fair game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stun that alien. Stun Bombs from the Small Launcher are the preferred method because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Revive the alien. You can either wait until the alien recovers on it&#039;s own, or use stimulant shots from a Medi-Kit to speed things along.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wait until the start of your next round. After the alien wakes up it will appear as alien, but this just lasts for your present turn. (Aparently, it doesn´t work on Windows version).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&#039;s it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.&lt;/div&gt;</summary>
		<author><name>Unsterblich</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=16824</id>
		<title>Exploiting Mind Control</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=16824"/>
		<updated>2008-09-05T22:23:00Z</updated>

		<summary type="html">&lt;p&gt;Unsterblich: /* Zombie&amp;#039;s Permanent Control of Aliens via Stunning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Mind Control Madness=&lt;br /&gt;
==Civilian Traitors==&lt;br /&gt;
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens&#039; turn. This is true even if you mind control a [[Civilian]]. While saving civilians leads to higher scores, &amp;quot;removing&amp;quot; them from play in this way then killing them off as aliens removes the risk of a score penalty should they be fall into trouble.&lt;br /&gt;
==Resurrect Zombified Agents==&lt;br /&gt;
also known as: &#039;&#039;&#039;Permanent Control of a Chryssalid/Tentaculat&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;To &#039;rescue&#039; your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form then shoot it to make it hatch. The chrysallid/tentaculat that just hatched will appear to be hostile, but don&#039;t kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions. If you lost an agent to make a zombie and you use this trick, you can &#039;recover&#039; the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base.&lt;br /&gt;
&amp;lt;br&amp;gt;If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet&#039;s health. However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. So you may go in with 10 soldiers, but leave with 10 and -5 casualties.&lt;br /&gt;
&amp;lt;br&amp;gt;This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. However, if you give you pet a primed high explosive and send them off to scout, they will drop it when they die. &lt;br /&gt;
==My Pet Alien==&lt;br /&gt;
Any alien can be your agent&#039;s personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you&#039;ll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. If you move the large alien there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. Alternatively, you can target the other alien quadrants and make the terror unit shoot itself. This is worthwhile tactic to use on Cyberdiscs and Sectopods. Cyberdiscs explode on death while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.&lt;br /&gt;
&lt;br /&gt;
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you&#039;re lucky.&lt;br /&gt;
&lt;br /&gt;
==Access the Alien Inventory Screen==&lt;br /&gt;
When an alien is mind controlled, you can&#039;t directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through &#039;&#039;&#039;all&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;WARNING&#039;&#039;&#039; There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]}, live grenades, or anything else. Remember to mind control them each turn if you use them as mules.&lt;br /&gt;
&lt;br /&gt;
==Exponential Mind Control==&lt;br /&gt;
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. Therefore, you can take control of, (eg:) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. You can then use the Ethereal&#039;s psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.&lt;br /&gt;
&lt;br /&gt;
It is even easier to use several high-level Psi troops (80+ Psi Strength &amp;amp; Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport).  This is easily the single most imbalancing tactic in the game, short of hacking the game files.&lt;br /&gt;
&lt;br /&gt;
==Zombie&#039;s Permanent Control of Aliens via Stunning==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mind Control any 1x1 alien. Zombies are exempt from this as well as 2x2 terror units (as these can&#039;t be stunned), but all the other aliens are fair game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stun that alien. Stun Bombs from the Small Launcher are the preferred method because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Revive the alien. You can either wait until the alien recovers on it&#039;s own, or use stimulant shots from a Medi-Kit to speed things along.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wait until the start of your next round. After the alien wakes up it will appear as alien, but this just lasts for your present turn. (Aparently, it doesn´t work on Windows version).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
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That&#039;s it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.&lt;/div&gt;</summary>
		<author><name>Unsterblich</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Mind_Control&amp;diff=16823</id>
		<title>Talk:Mind Control</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Mind_Control&amp;diff=16823"/>
		<updated>2008-09-05T22:17:11Z</updated>

		<summary type="html">&lt;p&gt;Unsterblich: New section: Creatures Mind Control and Permanent Alien Control&lt;/p&gt;
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&lt;div&gt;Would someone test it please:&lt;br /&gt;
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You can stop you mind controlled unit from attacking itself by orientating the mind controlled quarter to be topmost. That is, turn your unit on the spot until it does not see itself! You can move only upwards (not vertical) along the map. If you move when the alien can see itself, then it will almost alway reaction fire as itself (if it fire). Turning on the spot does not trigger reaction fire &#039;&#039;&#039;in your own turn&#039;&#039;&#039;.&lt;br /&gt;
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USE: sometimes (read: rarely) the controlled quarter will shoot at aliens in the aliens turn as you would commonly expect, but if it has turned by a quarter movement then it can then see itself and sometimes, attack itself with its own reaction shots.&lt;br /&gt;
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Note: I think this is the only time that reaction shots are triggers by turning on the spot. Its a bit vague, but my memory is like a sieve (just look at all the minor edits i do to my pages!! )&lt;br /&gt;
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If you decide to integrate it into the main article, you don&#039;t need to sign me to my words.&lt;br /&gt;
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--[[User:EsTeR|EsTeR]] 13:28, 27 April 2007 (PDT)&lt;br /&gt;
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Given some recent events I&#039;ve seen in the game, I believe that aliens that come off of Mind Control(at the beginning of the X-COM turn) are granted their full allotment of Time Units when returned to alien control.  This would make aliens you mind controlled last turn EXTREMELY dangerous(they have all their TUs available to take potshots at you.)  Zombie, you be willing to test this a bit?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:16, 14 October 2007 (PDT)&lt;br /&gt;
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I&#039;d always thought they got their full TUs back. A quick test with a mind probe shows otherwise; they keep whatever you left them with.&lt;br /&gt;
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- [[User:Bomb Bloke|Bomb Bloke]] 18:46, 14 October 2007 (PDT)&lt;br /&gt;
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Well, aliens which you MC&#039;d in your turn have the same stats you left them with during your next turn (like BB mentioned). If the aliens reactions are high enough, they might pass the reaction formula and fire on your guys if they (soldiers) move in X-COM&#039;s turn. However, when the aliens turn arrives again, it&#039;s stats are all reset back to what is saved in unitref.dat. Usually (barring Fatals or massive wounds), the alien will get full TU&#039;s back for it&#039;s trun making them dangerous. So basically you have a 1 turn grace period after MC for stats to be reset. (The first aliens turn, MC&#039;d units lose their ability to do anything other than reaction fire, and only in the next round will things return to normal). Make sense? --[[User:Zombie|Zombie]] 19:02, 14 October 2007 (PDT)&lt;br /&gt;
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:It&#039;s interesting to note that you retain a tiny modicum of &amp;quot;control&amp;quot; (or at least benefit) from aliens you MCed the previous turn - from their [[Night_Missions#Personal_lighting|Personal_lighting]]. But this is probably an oversight in how viewscape updating or personal lighting checks are done, nothing more. - [[User:MikeTheRed|MikeTheRed]] 18:54, 17 October 2007 (PDT)&lt;br /&gt;
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I have the impression that when MC&#039;d, the controlled unit has not only full TUs, but also its energy is increased (using offset 0x23 of UNITREF.DAT). It won&#039;t go over the base energy level though. [[User:Seb76|Seb76]] 14:42, 15 February 2008 (PST)&lt;br /&gt;
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:That may well be true, on thought.  The easiest way for the MC code to perform would be for the computer to simulate that the newly MC&#039;d unit just started it&#039;s turn.  It also avoids nasty issues of one side running its troops to exhaustion and either accidentally or even deliberately preventing the other side from effectively using the Psissie.  Zombie will probably run tests as soon as he sees this.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:36, 15 February 2008 (PST)&lt;br /&gt;
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== Creatures Mind Control and Permanent Alien Control ==&lt;br /&gt;
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In the X-Com UFO Defense version for Windows, you don´t have to use MC on all 4-squares of the creature. Just Control two squares, and the creature is yours.&lt;br /&gt;
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I also tried the Permanent Alien Control Trick (MC Alien who can be stunned, use Mini Launcher to stun him, them wake him up using Med-Kit). It didn´t work.&lt;br /&gt;
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Also, on the Permanent Alien Control trick, you can only use the Mini Launcher, since you can´t use the stun rod on friendly (MC´d) units.&lt;/div&gt;</summary>
		<author><name>Unsterblich</name></author>
	</entry>
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