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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Winterheart</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:16:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=70452</id>
		<title>Installing (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Installing_(OpenXcom)&amp;diff=70452"/>
		<updated>2016-02-05T03:35:55Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;OpenXcom requires a vanilla version of the original [[X-COM]] resources.&#039;&#039;&#039; This can be any one of:&lt;br /&gt;
&lt;br /&gt;
* DOS Version 1.4 (you can check if you have the correct version if it contains a &amp;quot;SOUND\GM.CAT&amp;quot; file)&lt;br /&gt;
* Windows Version / Collector&#039;s Edition&lt;br /&gt;
* Steam Version (you can find the game folder in &amp;quot;Steam\steamapps\common\xcom ufo defense\XCOM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Make sure your copy has the [http://openxcom.org/index.php/downloads-extras/ latest patch]. &#039;&#039;&#039;Do not&#039;&#039;&#039; use modded versions (eg. [[XcomUtil]]) as they may cause bugs and crashes.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
In the instructions below, we refer to three different folders a lot: the &amp;quot;data&amp;quot; folder, the &amp;quot;user&amp;quot; folder, and the &amp;quot;config&amp;quot; folder.  See [https://github.com/SupSuper/OpenXcom#directory-locations here] for directory definitions and where they are located on your operating system.&lt;br /&gt;
&lt;br /&gt;
=== All platforms ===&lt;br /&gt;
&lt;br /&gt;
Copy the original resources (specifically the GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO, and UNITS subfolders) to OpenXcom&#039;s [https://github.com/SupSuper/OpenXcom#directory-locations Data folder] for version 1.0 or to the UFO folder in the [https://github.com/SupSuper/OpenXcom#directory-locations User folder] for the nightly. If using the nightly, you can alternately/additionally copy in Terror From the Deep files to the TFTD folder in your User folder to prepare for when the TFTD OpenXcom ruleset is released.  &#039;&#039;&#039;Do not&#039;&#039;&#039; just drag/copy your whole X-COM folder into the Data folder, it won&#039;t work. For version 1.0 it should end up like this:&lt;br /&gt;
&lt;br /&gt;
* data&lt;br /&gt;
** &#039;&#039;&#039;GEODATA&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** Language&lt;br /&gt;
** &#039;&#039;&#039;MAPS&#039;&#039;&#039;&lt;br /&gt;
** Resources&lt;br /&gt;
** &#039;&#039;&#039;ROUTES&#039;&#039;&#039;&lt;br /&gt;
** Ruleset&lt;br /&gt;
** Shaders&lt;br /&gt;
** SoldierName&lt;br /&gt;
** &#039;&#039;&#039;SOUND&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;TERRAIN&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOINTRO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UNITS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
and for the nightly it should look like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;UFO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEODATA&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;GEOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;MAPS&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;ROUTES&#039;&#039;&#039;&lt;br /&gt;
** Shaders&lt;br /&gt;
** &#039;&#039;&#039;SOUND&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;TERRAIN&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOGRAPH&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UFOINTRO&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;UNITS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do this incorrectly, you&#039;ll get an error about &amp;quot;X not found&amp;quot;.  For more specific instructions, check your platform below.&lt;br /&gt;
&lt;br /&gt;
==== Video tutorial ====&lt;br /&gt;
&lt;br /&gt;
A video tutorial that covers the installation of milestone version 1.0 [http://www.youtube.com/watch?v=rNneKAwvjoU is available here] (courtesy of [http://www.youtube.com/channel/UCHymw9FSZqharCpMW-WiiHg Ivan Dogovich]). Though recorded for the Windows platform, check it out if you have doubts about a particular step during the installation.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
&lt;br /&gt;
The installer will automatically detect Steam installations, patch the game and copy the original data for you, just follow the instructions.&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Copy the resources to the application&#039;s &#039;&#039;&#039;data&#039;&#039;&#039; resource (right click the application &amp;gt; Show Package Contents &amp;gt; Contents &amp;gt; Resources &amp;gt; data) for version 1.0 or the UFO and/or TFTD resources for the nightly.&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp), version 0.5.1 or later (please note that 0.5.2 has issues, use 0.5.3)&lt;br /&gt;
&lt;br /&gt;
Check your distribution&#039;s package manager or the library website on how to install them.&lt;br /&gt;
&lt;br /&gt;
Copy game resources to the appropriate [https://github.com/SupSuper/OpenXcom#linux folder locations].&lt;br /&gt;
&lt;br /&gt;
=== Portable ===&lt;br /&gt;
&lt;br /&gt;
To make a portable version of OpenXcom, just put all the files in the game folder, with a &#039;&#039;&#039;data&#039;&#039;&#039; (1.0) or &#039;&#039;&#039;UFO&#039;&#039;&#039; (nightly) subfolder for the resources and a &#039;&#039;&#039;user&#039;&#039;&#039; subfolder for your saves and settings (you may need to delete your old User Folder so the game doesn&#039;t use it instead).&lt;br /&gt;
&lt;br /&gt;
== Log file ==&lt;br /&gt;
&lt;br /&gt;
In case you experience any problems or errors during the initial game loading/startup, these will be shown and logged in &#039;&#039;openxcom.log&#039;&#039; in the [https://github.com/SupSuper/OpenXcom#directory-locations User Folder]. Make sure you installed everything correctly as instructed, and if you still experience problems, check the [http://openxcom.org/forum/ forums].&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=68155</id>
		<title>Ruleset Reference Nightly (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=68155"/>
		<updated>2015-11-03T14:32:34Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* AI Units (Aliens/Civilians) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. &lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All file paths are case insensitive, but IDs (such as string IDs, music names, or cutscene names) are case sensitive.  In general, though, if it works on one operating system, it will work on all operating systems.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe ===&lt;br /&gt;
&lt;br /&gt;
Defines the drawing of landmasses and borders on the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polygons&#039;&#039;&#039;&lt;br /&gt;
| List of polygons drawn on the globe surface. A triangle consist of seven values: the first number defines the texture, followed by three pairs of (x,y) globe coordinates. Only polygons with 3 or 4 vertices are reliable shown on the globe = 7 or 9 values per entry. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polylines&#039;&#039;&#039;&lt;br /&gt;
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployments&#039;&#039;&#039;&lt;br /&gt;
| List of alienDeployments that correspond to each [[TEXTURE.DAT|Geoscape texture]]. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. &lt;br /&gt;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting which determines the appearance of its name label according to the specified zoom level. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities. If &amp;quot;true&amp;quot;, the radar detection chance will be taken from &#039;&#039;&#039;radarChance&#039;&#039;&#039; value.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo. If specified for a HWP, clipSize determines the maximum amount of shots which can be loaded into the HWP weapon.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specialType&#039;&#039;&#039;&lt;br /&gt;
| MCD value in map files to which this item corresponds for mission recovery.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| List (or single number) of groups this mapblock belongs to (used in mapscripts)&lt;br /&gt;
default usage:&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)&lt;br /&gt;
* 2 - E-W Road (for city maps) (used in addline command)&lt;br /&gt;
* 3 - N-S Road (for city maps) (used in addline command)&lt;br /&gt;
* 4 - Road Crossing (for city maps) (used in addline command)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;revealedFloors&#039;&#039;&#039;&lt;br /&gt;
| Map block floor to be revealed from the very beginning; use a list &amp;quot;[0, 1, ..]&amp;quot; to reveal multiple floors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| An array of items to add to this mapblock, an the positions to place them at.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one map block assigned to Group 1. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads).&lt;br /&gt;
&lt;br /&gt;
=== Map Scripts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| name of the script&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;commands&#039;&#039;&#039;&lt;br /&gt;
| List of MapCommands&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Currently these commands are implemented:&lt;br /&gt;
* addBlock&lt;br /&gt;
* addLine&lt;br /&gt;
* addCraft&lt;br /&gt;
* addUFO - can also be used to place &#039;UFO&#039; maps (or any other single map) on missionSite (objective 3) missions. &lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;label&#039;&#039;&#039;&lt;br /&gt;
| A numeric label that can be used for conditional execution of commands.&lt;br /&gt;
Each label should be unique within the command list (0=default no need for uniqueness).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;conditionals&#039;&#039;&#039;&lt;br /&gt;
| Defines the conditions that allows the execution of this command.&lt;br /&gt;
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
commands that are not yet executed are always in failed state.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionChances&#039;&#039;&#039;&lt;br /&gt;
| the chance that this command will be executed (or fails)&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executions&#039;&#039;&#039;&lt;br /&gt;
| this command will be executed multiple times with a value &amp;gt; 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| Defines the what mapblock are used within this command. Can be list of goups or a single number.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blocks&#039;&#039;&#039;&lt;br /&gt;
| Alternative to groups. Here we define a list of mapblocks that are used within this command.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rects&#039;&#039;&#039;&lt;br /&gt;
| A list of possible ranges where (random) placement/checks/removal can happen in a map.&lt;br /&gt;
Is a list of a list of four integers, representing x/y/height/width.&lt;br /&gt;
| full map [0,0,mapSize_X,mapSize_Y]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;freqs&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxUses&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;direction&#039;&#039;&#039;&lt;br /&gt;
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tunnelData&#039;&#039;&#039;&lt;br /&gt;
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFOName&#039;&#039;&#039;&lt;br /&gt;
| TO define the UFO to be placed as a string (STR_).&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* There are 3 main &#039;types&#039; of map generation in UFO/TFTD: &lt;br /&gt;
** Random, where any map block (including XCom craft and/or UFOs/USOs) can be placed anywhere in the [[Battlescape]]; &lt;br /&gt;
** Procedurally generated, where placement of certain maps is defined by rules (i.e. the roads on the Urban terrain used in terror sites in Enemy Unknown/UFO Defense); &lt;br /&gt;
** Static, where only 1 or more maps are used (i.e. Cargo and Liner Ships in TFTD).&lt;br /&gt;
* Map scripting in OpenXcom allows also for a mixture of 2 or even all the 3 described above, where some parts of the map will be static, others will be filled according to certain rules and the remainer filled randomly. &lt;br /&gt;
* Every script requires at least 1 map block used for spawning XCom units. Usually that role is taken by XCom craft, except on the XCom Base, Alien Base and the 2nd part of the Cydonia mission. If the script can&#039;t place this map then OpenXcom will display a message saying that it couldn&#039;t place XCom units on the map. &lt;br /&gt;
* Every space on the Battlescape needs to be filled, so the script should have enough mapblocks available for use. In the case of the vanilla terrains, the maxUses settings were designed mostly for 50x50 dimensions so any increases to those dimensions will require adjusting the maxUses settings. Otherwise the game will crash and display an error message that it couldn&#039;t generate the map.&lt;br /&gt;
* The &amp;quot;addLine&amp;quot; command relies on groups 2, 3 and 4 as its vertical road, horizontal road and crossroad pieces.&lt;br /&gt;
* The &amp;quot;addCraft&amp;quot; and &amp;quot;addUFO&amp;quot; commands will place blocks from group 1 as well, by default, if any are defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mission Scripts ===&lt;br /&gt;
MissionScripts determines how many missions are spawned each month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Name of the script the is used for overwriting or deleting purposes.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;firstMonth&#039;&#039;&#039;&lt;br /&gt;
| Months this command runs on, 0 runs on startup of a new game&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lastMonth&#039;&#039;&#039;&lt;br /&gt;
| Do not run after this month. In this context we mean &amp;quot;run once&amp;quot;. -1 denotes no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;label&#039;&#039;&#039;&lt;br /&gt;
| A numeric label that can be used for conditional execution of commands. Each label should be unique within the command list (0=default no need for uniqueness).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;conditionals&#039;&#039;&#039;&lt;br /&gt;
| Defines the conditions that allows the execution of this command. For example, [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
&lt;br /&gt;
Commands that are not yet executed are always in failed state.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| The type of mission to spawn (omit to pick one from the mission table). These are split into monthly chunks, and can contain multiple entries including weighted odds, but there is a caveat here: You cannot mix and match missions with mission site objectives (ie: terror) with regular missions. They are generated too differently. Using executionOdds and conditionals instead can achieve exactly the same thing. Similarly, terror missions should not appear in regional mission weights (regions.rul).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this command executing.&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;targetBaseOdds&#039;&#039;&#039;&lt;br /&gt;
| % chances of this mission targeting a region containing an xcom base instead of random.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;startDelay&#039;&#039;&#039;&lt;br /&gt;
| Number of minutes to delay the start of the mission (rounded down to the nearest 30). For 0 the wave timer from the mission itself is used.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly race weights if desired.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeights&#039;&#039;&#039;&lt;br /&gt;
| List which can override established monthly region weights if desired. This will come into play only if the mission doesn&#039;t target an xcom base. &lt;br /&gt;
If the list is omitted: for a terror type mission, all regions that meet the criteria will be weighed equally. For regular missions the normal regional distribution weights will be applied.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minDifficulty&#039;&#039;&#039;&lt;br /&gt;
| This command only applies to difficulty levels of this or above.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;researchTriggers&#039;&#039;&#039;&lt;br /&gt;
| A list of research topics that can influence the execution of this mission. For example &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_THE_ULTIMATE_THREAT: true&#039;&#039;&amp;quot; means the mission would only run if the player has researched the ultimate threat. &lt;br /&gt;
* &amp;quot;&#039;&#039;STR_TLETH_TH_ALIEN_CITY: false&#039;&#039;&amp;quot; means the mission would only run if the player has not researched Tleth.&lt;br /&gt;
Several research triggers can be combined and for the mission to appear all must be fulfilled. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRuns&#039;&#039;&#039;&lt;br /&gt;
| This mission type can only execute this number of times, -1 for infinite.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;avoidRepeats&#039;&#039;&#039;&lt;br /&gt;
| This is used to ensure different coordinates for this mission. It means &amp;quot;store an array of &#039;&#039;x&#039;&#039; previous coordinates, and don&#039;t use them again&amp;quot;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;varName&#039;&#039;&#039;&lt;br /&gt;
| This is an internal variable name, used for tracking maxruns and avoidRepeats.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useTable&#039;&#039;&#039;&lt;br /&gt;
| Check if this mission type appears in the mission tables. If &#039;&#039;true&#039;&#039; remove it from there?&lt;br /&gt;
| true&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
Relevant ruleset files for editing missions are for a terror type mission:&lt;br /&gt;
&lt;br /&gt;
* missionScripts.rul&lt;br /&gt;
* alienMissions.rul&lt;br /&gt;
* alienDeployments.rul&lt;br /&gt;
* ufoTrajectories.rul&lt;br /&gt;
* regions.rul&lt;br /&gt;
* globe.rul&lt;br /&gt;
&lt;br /&gt;
alienDeployments.rul defines the mission site details the globe defines the terrain (id:-3) which references the deployment directly, because this is a terror site terrain. The region defines a number of city-style &amp;quot;points&amp;quot; (meaning the min/max values are the same for lat/lon) which use that terrain/texture. The trajectory points to these &amp;quot;points&amp;quot; as the mission site targets.&lt;br /&gt;
The alienMission provides the link between the trajectory and the region in its waves, which spawn the site directly instead of an actual UFO/USO and finally the missionScript invokes the AlienMission.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by face recoloring based on nationality.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for face pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 160&lt;br /&gt;
  - 160&lt;br /&gt;
  - 163&lt;br /&gt;
  - 163&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by hair recoloring based on nationality.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for hair pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 144&lt;br /&gt;
  - 144&lt;br /&gt;
  - 164&lt;br /&gt;
  - 164&lt;br /&gt;
  - 245&lt;br /&gt;
  - 245&lt;br /&gt;
  - 166&lt;br /&gt;
  - 166&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. For solders 6 values ordered by:&lt;br /&gt;
* STR_ROOKIE&lt;br /&gt;
* STR_SQUADDIE&lt;br /&gt;
* STR_SERGEANT&lt;br /&gt;
* STR_CAPTAIN&lt;br /&gt;
* STR_COLONEL&lt;br /&gt;
* STR_COMMANDER&lt;br /&gt;
For aliens 7 values ordered by (alien unit rank property):&lt;br /&gt;
* STR_LIVE_SOLDIER&lt;br /&gt;
* STR_LIVE_ENGINEER&lt;br /&gt;
* STR_LIVE_MEDIC&lt;br /&gt;
* STR_LIVE_NAVIGATOR&lt;br /&gt;
* STR_LIVE_LEADER&lt;br /&gt;
* STR_LIVE_COMMANDER&lt;br /&gt;
* STR_LIVE_TERRORIST&lt;br /&gt;
Civilians uses random position form 8 element table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
* 11 = [[Submersible Weapons Systems]]&lt;br /&gt;
* 12 = [[Hallucinoid]]&lt;br /&gt;
* 13 = [[Aquanauts]]&lt;br /&gt;
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]&lt;br /&gt;
* 15 = [[Aquatoid]]&lt;br /&gt;
* 16 = [[Bio-Drone]]&lt;br /&gt;
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]&lt;br /&gt;
* 18 = TFTD Civilians type B&lt;br /&gt;
* 19 = [[Tentaculat]]&lt;br /&gt;
* 20 = [[Triscene]]&lt;br /&gt;
* 21 = [[Xarquid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;constantAnimation&#039;&#039;&#039;&lt;br /&gt;
| Set it to &amp;quot;true&amp;quot; for units that constantly show an animation, such as: Biodrone, Celatid, Silacoid.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;forcedTorso&#039;&#039;&#039;&lt;br /&gt;
| soldier sprites have female and male torsos. some armours reuse these sprites for flying/non flying torso without difference between genders. This can be controlled by the parameter: 0 = use genderrelated torso, 1 = use male torso, 2 = use female torso &lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this soldier type. If none are specified, this soldier type is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for hiring this soldier type. If set to 0, the soldier type will not be available in the Purchase/Recruit screen. &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSalary&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for employing this soldier type.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;femaleFrequency&#039;&#039;&#039;&lt;br /&gt;
| The probability that a female soldier is hired.&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldierNames&#039;&#039;&#039;&lt;br /&gt;
| List of soldier name files/paths. Use &#039;&#039;&#039;delete&#039;&#039;&#039; to clear previously-loaded names.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies. No value means no sound at death.&lt;br /&gt;
| - &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Silacoid|Burns Floor]]&lt;br /&gt;
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;female&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a female? (used for TFTD civilian types)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeWeapon&#039;&#039;&#039;&lt;br /&gt;
| If this unit has a built in weapon, what is it? this weapon does not go in an inventory slot. (must reference an item)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;builtInWeapons&#039;&#039;&#039;&lt;br /&gt;
| A list of weapons this unit comes pre-equipped with. these WILL appear in inventory slots (references items)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| Sets the race to use in the next stage.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;finalDestination&#039;&#039;&#039;&lt;br /&gt;
| Sets whether this mission is where you send your [[Avenger|uber-craft]] to win the game.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;winCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you win the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loseCutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play when you lose the mission. If set to &amp;quot;winGame&amp;quot; or &amp;quot;loseGame&amp;quot;, the player will be returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alert&#039;&#039;&#039;&lt;br /&gt;
| String ID to use when this mission spawns on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;markerName&#039;&#039;&#039;&lt;br /&gt;
| String ID that identifies this mission on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;durationMin&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;durationMax&#039;&#039;&#039;&lt;br /&gt;
| Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
I think these are deprecated; you should use &#039;&#039;&#039;duration&#039;&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;duration&#039;&#039;&#039;&lt;br /&gt;
| [&#039;&#039;min&#039;&#039;, &#039;&#039;max&#039;&#039;] -- Minimum and maximum duration of this mission on the Geoscape (in hours).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;briefing&#039;&#039;&#039;&lt;br /&gt;
| Information about the mission briefing (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;extraQty&#039;&#039;&#039;&lt;br /&gt;
| functionally identical to dQty, spawns a random number of additional aliens.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Briefing Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing title text. Defaults to the same name as the &#039;&#039;alienDeployment&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;desc&#039;&#039;&#039;&lt;br /&gt;
| String ID for a custom briefing description text. Defaults to the same name as the &#039;&#039;alienDeployment + _BRIEFING&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;palette&#039;&#039;&#039;&lt;br /&gt;
| The color swatch to use from [[BACKPALS.DAT]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textOffset&#039;&#039;&#039;&lt;br /&gt;
| Number of pixels to vertically offset the briefing text.  Larger values move the text further down the screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;music&#039;&#039;&#039;&lt;br /&gt;
| The ID of the music to play.&lt;br /&gt;
| &amp;quot;GMDEFEND&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;background&#039;&#039;&#039;&lt;br /&gt;
| The background screen to show.&lt;br /&gt;
| &amp;quot;BACK16.SCR&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showCraft&#039;&#039;&#039;&lt;br /&gt;
| Whether to show the name of craft that arrived at the mission site.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showTarget&#039;&#039;&#039;&lt;br /&gt;
| Whether to display the mission target name.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| Sets the cutscene to play before the mission briefing.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Objectives Data ====&lt;br /&gt;
&lt;br /&gt;
Used to define tile types towards objectives. Used for Alien Base Control Modules (UFO &amp;amp; TFTD), Synomium Devices (TFTD) and Alien Brain/T&#039;Leth (UFO/TFTD).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveType&#039;&#039;&#039;&lt;br /&gt;
| Defines which type of MCD to check for when tallying mission objectives.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivesRequired&#039;&#039;&#039;&lt;br /&gt;
| How many of the previous tile types must be destroyed in order for the mission to be considered a success.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectivePopup&#039;&#039;&#039;&lt;br /&gt;
| Defines the message that will appear between turns, after the objective requirements have been fulfilled.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveComplete&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objectiveFailed&#039;&#039;&#039;&lt;br /&gt;
| The string and score adjustment to be shown on the mission debriefing.&lt;br /&gt;
| [string, int]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;despawnPenalty&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive when this site despawns due to XCom negligence.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| How many points the aliens will receive each half hour that the mission site stays active. Does not stack with despawnPenalty.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Used in Alien Navigators (gives random alien Mission), Medics (random alien interrogation or autopsy) or Engineers (gives UFO type). &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlockFinalMission&#039;&#039;&#039;&lt;br /&gt;
| If true, this research topic allows to send a spacecraft to the final mission. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cutscene&#039;&#039;&#039;&lt;br /&gt;
| The name of the cutscene to play when this project is completed.  If the cutscene is &amp;quot;wingame&amp;quot; or &amp;quot;losegame&amp;quot;, the player is returned to the main menu after the cutscene plays.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
* 10 = [[TFTD]]&lt;br /&gt;
* 11 = TFTD [[Subs]]&lt;br /&gt;
* 12 = TFTD [[Sub Armaments]]&lt;br /&gt;
* 13 = TFTD [[Submersible Weapons Systems]]&lt;br /&gt;
* 14 = TFTD [[Equipment (TFTD)|Equipment]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base Facilities (TFTD)|Base Facilities]]&lt;br /&gt;
* 17 = TFTD [[Alien Subs]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| Missions are split by objective:&lt;br /&gt;
* 0 = score (default if omitted)&lt;br /&gt;
* 1 = infiltration&lt;br /&gt;
* 2 = alien base&lt;br /&gt;
* 3 = mission site (terror etc)&lt;br /&gt;
* 4 = retaliation&lt;br /&gt;
* 5 = supply&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnZone&#039;&#039;&#039;&lt;br /&gt;
| mission zone to use when spawning mission sites / alien bases.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUfo&#039;&#039;&#039;&lt;br /&gt;
| UFO to spawn for retaliation.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;objective&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;true&#039;&#039; Marks this wave as the one that carries out the mission objective. Only for mission site / supply missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
Custom music options can be defined in the Music.rul file.  More details [[Audio Options (OpenXcom)#Custom Music|here]].&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== Interfaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;elements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;color&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==Font==&lt;br /&gt;
&lt;br /&gt;
Defines the [[Font collection (OpenXcom)|font collection]] used by default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cutscenes ==&lt;br /&gt;
&lt;br /&gt;
Defines a video playlist or a slideshow sequence, listed in &#039;&#039;&amp;quot;cutscenes:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the cutscene.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useUfoAudioSequence&#039;&#039;&#039;&lt;br /&gt;
| Whether to use the audio sequence for the original UFO intro movie.  This should only ever be set to true for the UFO intro.&lt;br /&gt;
| &amp;quot;false&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;videos&#039;&#039;&#039;&lt;br /&gt;
| A list of video filenames to play with the FLC player.&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a video playlist&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slideshow&#039;&#039;&#039;&lt;br /&gt;
| Info for playing a slideshow (see below).&lt;br /&gt;
| &#039;&#039;required if this is cutscene is a slideshow&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slideshow Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transitionSeconds&#039;&#039;&#039;&lt;br /&gt;
| The number of seconds to wait before automatically transitioning to the next slide.  The user can always force a transition faster by clicking.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicId&#039;&#039;&#039;&lt;br /&gt;
| The id of the music to play.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slides&#039;&#039;&#039;&lt;br /&gt;
| List of slide data elements (see below).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Slide Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;imagePath&#039;&#039;&#039;&lt;br /&gt;
| The path to the image file to display in the background.  The palette for the slide is taken from the image, so caption text color will be determined by the image palette.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;caption&#039;&#039;&#039;&lt;br /&gt;
| The string ID of the caption text.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionSize&#039;&#039;&#039;&lt;br /&gt;
| The size of the text box, in pixels, in which to display the caption.&lt;br /&gt;
| [320, 200]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionPos&#039;&#039;&#039;&lt;br /&gt;
| The screen position at which to display the caption.&lt;br /&gt;
| [0, 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captionColor&#039;&#039;&#039;&lt;br /&gt;
| The palette index to use for the caption color.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67981</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67981"/>
		<updated>2015-10-21T09:12:10Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Aliens/Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Stun Lancers&#039;&#039;&#039; - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Archons&#039;&#039;&#039; - modified [[Floater (EU2012)|Floaters]] which looks like angels.&lt;br /&gt;
** &#039;&#039;Blazing Pinions&#039;&#039; - AoE attack like &#039;&#039;Cluster Bomb&#039;&#039; of [[Sectopod (EU2012)|Sectopod]].&lt;br /&gt;
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]&lt;br /&gt;
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Translations_(OpenXcom)&amp;diff=67652</id>
		<title>Talk:Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Translations_(OpenXcom)&amp;diff=67652"/>
		<updated>2015-09-16T11:18:18Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Re pluralizations, how does the engine know whether to pick &#039;few&#039; or &#039;other&#039;, for instance? These rules have to be defined somewhere too.&lt;br /&gt;
--[[User:Trigger|Trigger]] ([[User talk:Trigger|talk]]) 12:26, 6 September 2015 (EDT)&lt;br /&gt;
: Plurality rules defined and assigned to languages here - https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/LanguagePlurality.cpp --[[User:Winterheart|Winterheart]] ([[User talk:Winterheart|talk]]) 07:18, 16 September 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=67331</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=67331"/>
		<updated>2015-08-21T05:28:03Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [https://github.com/jbeder/yaml-cpp yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 does &#039;&#039;not&#039;&#039; work, use latest git HEAD if you want newer version)&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All operating systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=67189</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=67189"/>
		<updated>2015-08-08T08:41:39Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* XCOM2&amp;#039;s Avenger mobile base revealed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM2&#039;s Avenger mobile base revealed&amp;lt;/span&amp;gt;====&lt;br /&gt;
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]&lt;br /&gt;
&#039;&#039;&#039;August 7th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&amp;amp;feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM&#039;s Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OpenTFTD Beta Released====&lt;br /&gt;
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]&lt;br /&gt;
&#039;&#039;&#039;August 4th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====XCOM 2 Gameplay Video Released====&lt;br /&gt;
&#039;&#039;&#039;June 16th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.&lt;br /&gt;
&lt;br /&gt;
====XCOM2 confirmed!==== &lt;br /&gt;
&#039;&#039;&#039;June 1st, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].&lt;br /&gt;
&#039;&#039;&#039;May 29th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Two clues at the Advent website have a series of letters that when combined produce &amp;quot;VIGILO CONFIDO&amp;quot;, or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. &lt;br /&gt;
&#039;&#039;&#039;May 27th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called &#039;XCOM-Regular&#039;. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as &#039;we are still watching&#039;. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details. &lt;br /&gt;
&#039;&#039;&#039;October 21st, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company&#039;s 2014 community convention, which took place last month. The panels were called &#039;&#039;Designing the Soldiers in XCOM&#039;&#039;, which was presented by Game Designer Ananda Gupta, and &#039;&#039;The Artwork of XCOM&#039;&#039;, by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis&#039;s Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. &lt;br /&gt;
&#039;&#039;&#039;October 16th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam&#039;s [http://store.steampowered.com/news/14681/ announcement]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 5th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Fantasy Flight Games announced that they&#039;ll be publishing &#039;&#039;XCOM: The Board Game&#039;&#039; on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher&#039;s [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher&#039;s booth on Gen Con Indy 2014. &lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Julian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=66293</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=66293"/>
		<updated>2015-07-03T14:24:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://cms.ferzkopp.net/index.php/software/13-sdl-gfx SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], (libyaml-cpp), version 0.5.1 (0.5.2 *does not work*)&lt;br /&gt;
&amp;lt;!--* [http://www.boost.org/ Boost], (boost)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All operating systems ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
* [[Android port (OpenXcom)|Compiling for Android]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scenarios_(UFO2000)&amp;diff=65673</id>
		<title>Scenarios (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scenarios_(UFO2000)&amp;diff=65673"/>
		<updated>2015-06-15T06:50:55Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are available scenario types for [[UFO2000|UFO2000 ]]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Deathmatch (UFO2000)|Deathmatch]]&lt;br /&gt;
&lt;br /&gt;
*[[Escape (UFO2000)|Escape]]&lt;br /&gt;
&lt;br /&gt;
*[[Control (UFO2000)|Control]]&lt;br /&gt;
&lt;br /&gt;
*[[Assassination (UFO2000)|Assassination]]&lt;br /&gt;
&lt;br /&gt;
*[[Hold (UFO2000)|Hold]]&lt;br /&gt;
&lt;br /&gt;
*[[Breakthrough (UFO2000)|Breakthrough]]&lt;br /&gt;
&lt;br /&gt;
*[[Capture (UFO2000)|Capture]]&lt;br /&gt;
&lt;br /&gt;
*[[Search and Destroy (UFO2000)|Search and Destroy]]&lt;br /&gt;
&lt;br /&gt;
 [[Category:UFO2000]]&lt;br /&gt;
 [[Category:Game and Squad Settings (UFO2000)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO2000&amp;diff=65672</id>
		<title>UFO2000</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO2000&amp;diff=65672"/>
		<updated>2015-06-15T06:50:37Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[Image:Ufo2000logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the UFO2000 Wiki, a part of UFOpaedia.org. UFO2000 is a free and opensource turn based tactical squad simulation game with multiplayer support. The game has its own engine written from scratch. With the data files from the X-COM: UFO Defense game the game gets even better with additional maps, more units and sounds. But it is stand alone!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The UFO2000 Wiki is meant to be a guide to the game, providing new players with a quick explanation of the game while introducing more complex tactics to advanced players. It will also contain information regarding how to costumize the game to add your own units, terrains and weapons, plus provide more technical details on the different aspects of the game. &lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with [http://ufo2000.sourceforge.net UFO2000]. Feel free to add new pages, edit the current ones and to use the [[Talk:UFO2000|discussion tab]] to ask any question. &lt;br /&gt;
&lt;br /&gt;
For more information regarding UFO2000 please visit our [http://ufo2000.sourceforge.net site]. Happy gaming!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;UFO2000 Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot;| {{UFO2000 Icon}} &#039;&#039;&#039;UFO2000&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (UFO2000)|About UFO2000]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Authors (UFO2000)|Authors and Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community (UFO2000)|Community]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Quick Start Guide&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick guide to UFO2000 online playing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface (UFO2000)|The Main Interface]]&lt;br /&gt;
: [[Main Menu (UFO2000)|Main Menu]]&lt;br /&gt;
: [[Server (UFO2000)|Game Server]]&lt;br /&gt;
: [[Misson Planner (UFO2000)|Mission Planner]]&lt;br /&gt;
: [[Unit Editor (UFO2000)|Unit Editor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactical (UFO2000)|The Tactical Interface]]&lt;br /&gt;
: [[Tactical Window (UFO2000)|Tactical Window]]&lt;br /&gt;
: [[Keyboard Controls (UFO2000)|Keyboard Controls]]&lt;br /&gt;
: [[Control Panel (UFO2000)|Control Panel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Differences to X-COM (UFO2000)|Differences between UFO2000 and X-COM]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Game and Squad Settings&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Scenarios (UFO2000)|Scenarios]]&lt;br /&gt;
: [[Deathmatch (UFO2000)|Deathmatch]]&lt;br /&gt;
: [[Escape (UFO2000)|Escape]]&lt;br /&gt;
: [[Control (UFO2000)|Control]]&lt;br /&gt;
: [[Assassination (UFO2000)|Assassination]]&lt;br /&gt;
: [[Hold( UFO2000)|Hold]]&lt;br /&gt;
: [[Breakthrough (UFO2000)|Breakthrough]]&lt;br /&gt;
: [[Capture (UFO2000)|Capture]]&lt;br /&gt;
: [[Search and Destroy (UFO2000)|Search and Destroy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game rule setups (UFO2000)|Game rule setups]]&lt;br /&gt;
: [[Regular 7K (UFO2000)|Regular 7K]]&lt;br /&gt;
: [[Shootout (UFO2000)|Shootout]]&lt;br /&gt;
: [[Other game types (UFO2000)|Other game types]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Units (UFO2000)|Units]]&lt;br /&gt;
: [[Unit Types (UFO2000)|Unit Types]]&lt;br /&gt;
: [[Unit Stats (UFO2000)|Unit Stats]]&lt;br /&gt;
: [[New Units (UFO2000)|New Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Sets (UFO2000)|Weapon Sets]]&lt;br /&gt;
: [[Weapon Types (UFO2000)|Weapon Types]]&lt;br /&gt;
: [[UFO2000 Weaponset (UFO2000)|UFO2000]]&lt;br /&gt;
: [[Galactic Weaponset (UFO2000)|Galactic]]&lt;br /&gt;
: [[Modified Weaponset (UFO2000)|Modified X-COM]]&lt;br /&gt;
: [[Original Weaponsets (UFO2000)|Original UFO&amp;amp;TFTD]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Strategy Manual&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Squads (UFO2000)|Designing&amp;amp;Deploying Squads]]&lt;br /&gt;
: [[Specialized Units (UFO2000)|Specialized Units]]&lt;br /&gt;
: [[Fireteams (UFO2000)|Fireteams]]&lt;br /&gt;
: [[Team Roles (UFO2000)|Team Roles]]&lt;br /&gt;
: [[Squad Action (UFO2000)|Squad Action]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Squad Leadership (UFO2000)|Squad Leadership]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terrain and Combat (UFO2000)|Terrain and Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Operations (UFO2000)|Tactical Operations]]&lt;br /&gt;
: [[Scouting (UFO2000)|Scouting and Hiding]]&lt;br /&gt;
: [[Maneuvering (UFO2000)|Maneuvering]]&lt;br /&gt;
: [[Firing (UFO2000)|Firing]]&lt;br /&gt;
: [[Firing and Maneuvering (UFO2000)|Firing and Maneuvering]]&lt;br /&gt;
: [[Formations (UFO2000)|Squad Formations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Offensive Operations (UFO2000)|Offensive Operations]]&lt;br /&gt;
: [[Offensive Notes (UFO2000)|General Notes]]&lt;br /&gt;
: [[Offensive Requirements (UFO2000)|Offensive Requirements]]&lt;br /&gt;
: [[Offensive Strategies (UFO2000)|Offensive Strategies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Defensive Operations (UFO2000)|Defensive Operations]]&lt;br /&gt;
: [[Defensive Notes (UFO2000)|General Notes]]&lt;br /&gt;
: [[Defensive Dilemmas (UFO2000)|Defensive Dilemmas]]&lt;br /&gt;
: [[Defensive Tactics (UFO2000)|Defensive Tactics]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Annexes (UFO2000)|Annexes]]&lt;br /&gt;
: [[Reaction Tactics (UFO2000)|Reaction Tactics]]&lt;br /&gt;
: [[Airborne Tactics (UFO2000)|Airborne Tactics]]&lt;br /&gt;
: [[Military Intelligence (UFO2000)|Military Intelligence]]&lt;br /&gt;
: [[Comm Center (UFO2000)|Comm Center]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Customizing (UFO2000)|Customizing]]&lt;br /&gt;
: [[Custom Weapons (UFO2000)|Weapons]]&lt;br /&gt;
: [[Custom Maps (UFO2000)|Maps]]&lt;br /&gt;
: [[Custom Units (UFO2000)|Units]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Game Engine (UFO2000)|Game Engine]]&lt;br /&gt;
: [[Accuracy Formula (UFO2000)|Accuracy Formula]]&lt;br /&gt;
: [[Reactions Formula (UFO2000)|Reactions Formula]]&lt;br /&gt;
: [[Morale Formula (UFO2000)|Morale Formula]]&lt;br /&gt;
: [[Stats System (UFO2000)|Statistics System]]&lt;br /&gt;
: [[Damage (UFO2000)|Damage]]&lt;br /&gt;
: [[Explosions (UFO2000)|Explosions]]&lt;br /&gt;
: [[Unit Stats in Details (UFO2000)|Unit Stats in Details]]&lt;br /&gt;
: [[Line of sight (UFO2000)|Line of sight]]&lt;br /&gt;
|-&lt;br /&gt;
| Compiling UFO2000&lt;br /&gt;
: [[Compiling for Mac OS X (UFO2000)|Compiling for Mac OS X]]&lt;br /&gt;
: [[Compiling for Linux (UFO2000)|Compiling for Linux]]&lt;br /&gt;
|-&lt;br /&gt;
| Running your own UFO2000 server&lt;br /&gt;
: [[Compiling for Linux (UFO2000)#Compiling_the_server|Compiling server for Linux]]&lt;br /&gt;
: [[Setting up an UFO2000 server]]&lt;br /&gt;
|-&lt;br /&gt;
| Helping with development&lt;br /&gt;
: [[Known issues (UFO2000)|Known issues]]&lt;br /&gt;
: [[Contributing Code (UFO2000)|Contributing Code]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Links (UFO2000)|Links]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:UFO2000]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hold(_UFO2000)&amp;diff=65671</id>
		<title>Hold( UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hold(_UFO2000)&amp;diff=65671"/>
		<updated>2015-06-15T06:49:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Winterheart moved page Hold( UFO2000) to Hold (UFO2000)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hold (UFO2000)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hold_(UFO2000)&amp;diff=65670</id>
		<title>Hold (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hold_(UFO2000)&amp;diff=65670"/>
		<updated>2015-06-15T06:49:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Winterheart moved page Hold( UFO2000) to Hold (UFO2000)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview of Hold Scenario==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player 1:&#039;&#039;&#039; You must save at least half of your squad (rounded down) until the end of the match (number of turns is set in the &amp;quot;Options&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player 2:&#039;&#039;&#039; You must kill more than half of the enemy squad (rounded down) before the end of the match (number of turns is set in the &amp;quot;Options&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Options: &lt;br /&gt;
&lt;br /&gt;
===Deployment Types===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surrounded&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
&lt;br /&gt;
* Half-turns to hold (match length) &amp;lt;1~20&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
 [[Category:UFO2000]]&lt;br /&gt;
 [[Category:UFO2000 Quick Start Guide]]&lt;br /&gt;
 [[Category:Scenarios (UFO2000)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_issues_(UFO2000)&amp;diff=65669</id>
		<title>Known issues (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_issues_(UFO2000)&amp;diff=65669"/>
		<updated>2015-06-15T06:48:06Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Replay incompatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFO2000 is an open source game. As such, it relies completely on the work, people put in. For the most part, it works rather fine. However, there are still some issues to be resolved, aside from new features. If you want to help getting rid of some of the problems below, please also read [[Contributing Code (UFO2000)]].&lt;br /&gt;
=== Grenade drop inside rooms ===&lt;br /&gt;
Players from original [[X-COM]], [[TFTD]] or [[OpenXcom]] are used to throw grenades without necessarily thinking, before trying. If the throwing can&#039;t be done like this, the game simply refuses to do so, telling you with some sort of message. UFO2000 does &#039;&#039;not always&#039;&#039;! It tries to do so, but when the grenade hits an obstacle, it only falls down. That&#039;s especially a problem, when standing inside a house or some other sort of room. Then the grenade just falls before your own feet. A warning or refusal of some kind still needs a little coding.&lt;br /&gt;
&lt;br /&gt;
=== No music ===&lt;br /&gt;
UFO2000 used to play music files. At some point, the DUMB-Librarie changed it&#039;s API, so there&#039;s some work to be done, to give UFO2000 its music capabilities back.&lt;br /&gt;
&lt;br /&gt;
=== Sluggish Mouse ===&lt;br /&gt;
The mouse is controlled by Allegro, which seems to be having problems, when the mouse-changes are to fast. This also happens, when playing on high screen resolutions, e. g. full HD.&lt;br /&gt;
&lt;br /&gt;
=== Networkproblems ===&lt;br /&gt;
UFO2000 has still some issues with network communication. If you have a look at the [http://ufo2000.net/results.php|official Stats-Page], you will see, that ca. 75-80% of the games were completely successful, however that leaves around 20-25% games being interrupted by some sort of problem, causing games out of sync.&lt;br /&gt;
&lt;br /&gt;
=== No path-searching through doors ===&lt;br /&gt;
In original [[X-COM]] and [[OpenXcom]], if you click inside a room, to get the soldier moving inside that room, the path search algorithm finds the shortest way inside the room. If that means going through a door, it will plot a path right through it. UFO2000 does not do so. If there is no way except through a door, it simply won&#039;t find a way (mostly the better case). If there is another way inside, without any doors used, it will take this way (usually the worse case, as this usually is the longer way).&lt;br /&gt;
&lt;br /&gt;
=== No UFO-doors ===&lt;br /&gt;
Usually, doors have some sort of graphics. UFO-doors in UFO2000 don&#039;t show any door. Instead, it&#039;s just a plain hole in the wall, where the door is supposed to be. But you still can&#039;t look through that not existing door, as it behaves like an optical barrier. However the above mentioned path search &#039;&#039;does&#039;&#039; work properly.&lt;br /&gt;
=== Forgotten unit position ===&lt;br /&gt;
In original [[X-COM]] as well as in [[TFTD]] and [[OpenXcom]], once you discovered an enemy unit, it&#039;s position is remembered until the end of the round. In UFO2000, it is not. The moment the spotting unit looses LOS to that unit, it is removed from battlescape-view. This can produce strange situations, e. g. you turn a unit 90°. During that, you spot it for a very short moment (at 45°), just to loose sight immediately, when moving the second 45°. Also explosive weapons can have this effect. You fire with a gauge at a unit. The unit is hit, smoke is generated, so you lose sight of the unit. If you haven&#039;t remembered that units position properly, you won&#039;t be able to place an accurate shot, any more. One might consider this as an additional tactics aspect, when playing against humans. However, as UFO2000&#039;s game mechanics are quite clearly derived from the above mentioned games, it feels rather normal, when units don&#039;t vanish from the battelscape-view, before ending a turn.&lt;br /&gt;
=== Replay incompatibility ===&lt;br /&gt;
Currently, it seems, saved replays of UFO2000 can&#039;t be read by the same version on a different plattform. E. g. if you saved a replay with current 0.9.1176-version on Windows, you won&#039;t be able to watch it with 0.9.1176 under Linux, and vice versa. It is to be suspected, to behave the same way with MacOS.&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactical_Window_(UFO2000)&amp;diff=65668</id>
		<title>Tactical Window (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactical_Window_(UFO2000)&amp;diff=65668"/>
		<updated>2015-06-15T06:47:36Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Throwing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Control panel =&lt;br /&gt;
===Battlescape Screen===&lt;br /&gt;
The game will take place here. The player can view the areas of the playing board visible to their pieces and can choose actions for them via the Battlescape Control Bar. The main features of the Battlescape Screen are labeled. Refer to them below for an explanation.&lt;br /&gt;
&lt;br /&gt;
==== UFO2000 interface ====&lt;br /&gt;
&lt;br /&gt;
[[Image:ufo2kbsc.png]]&lt;br /&gt;
&lt;br /&gt;
# Item carried in the left hand. Left click this area to use.&lt;br /&gt;
# Move up or down. Only usable if equipped with armor that can fly, or if located on an elevator tile.&lt;br /&gt;
# View different floors.&lt;br /&gt;
# View the map screen.&lt;br /&gt;
# Switch between kneeling and standing stance. Kneeling costs 4 TUs, standing up costs 8 TUs. Will affect the unit&#039;s height and [[Firing Accuracy]].  Unit will stand automatically upon being given a move command in exchange for 8 TUs.&lt;br /&gt;
# Show inventory screen.&lt;br /&gt;
# Center the Battlescape Screen onto the current unit.&lt;br /&gt;
# Select the next unit. When reaching the end of the units list, will cycle back to the beginning.&lt;br /&gt;
# Select the next unit and forget the current one. (Meaning: repeated use of 8. or 9. will no longer select it. You can still select it manually, though.) Use this, when you won&#039;t be moving the current unit any more in this turn.&lt;br /&gt;
# Hide or reveal the roof or ceiling. Useful for viewing inside enclosed areas.&lt;br /&gt;
# Open the Options menu. Use this to modify the firing, scrolling, movement speed and other settings.&lt;br /&gt;
# End player turn button. The opponents phase will then commence.&lt;br /&gt;
# Dust off button, give up or offer draw.&lt;br /&gt;
# Item carried in the right hand. Left click this area to use.&lt;br /&gt;
# Reserve TU buttons. Will stop the current unit from taking any action once a certain amount of TUs has been used. This is to ensure you have enough TUs to perform the selected action. Any other action will be cancelled except for the action that was reserved. Top left is to reserve none, Top right is to reserve enough TUs for a snap shot. Bottom left is to reserve for an aimed shot, with the bottom right similarly for auto-shot.&lt;br /&gt;
# Click here to view detailed vital statistics, including current armour values. Also the current round number is displayed here.&lt;br /&gt;
# Information panel detailing the name, and the current status. The green bar, and the number corresponds to the current TUs available, with the orange bar and number for the current energy. Likewise with the red bar and number for the current health and the purple bar and number representing the morale level.&lt;br /&gt;
# Currently selected unit.&lt;br /&gt;
# Mouse cursor and selection box. Select a tile and left click to move. Move to the edge of the screen to scroll along the board. Right click to have the currently selected unit face that direction or open a door, when standing in front of it.&lt;br /&gt;
# Opponent unit sighted buttons.  Left-click to center the screen on the indexed alien. These buttons are assigned in &amp;quot;increasing order&amp;quot; in terms of the appropriate file. In particular, the numerically highest alien sighted will also be the highest rank sighted.&lt;br /&gt;
# Opponents number. It identifies a unit together with the sighted-button.&lt;br /&gt;
# units marker for selected unit. Lower Arrow-part will turn blue, if unit is kneeling. A »+« indicates items laying beneath the units field.&lt;br /&gt;
&lt;br /&gt;
==== X-COM interface ====&lt;br /&gt;
&lt;br /&gt;
[[Image:ufo2kxcbsc.png]]&lt;br /&gt;
&lt;br /&gt;
# Item carried in the left hand. Left click this area to use.&lt;br /&gt;
# Move up or down. Only usable if equipped with armor that can fly, or if located on an elevator tile.&lt;br /&gt;
# View different floors.&lt;br /&gt;
# View the map screen.&lt;br /&gt;
# Switch between kneeling and standing stance. Kneeling costs 4 TUs, standing up costs 8 TUs. Will affect the unit&#039;s height and [[Firing Accuracy]].  Unit will stand automatically upon being given a move command in exchange for 8 TUs.&lt;br /&gt;
# Show inventory screen.&lt;br /&gt;
# Center the Battlescape Screen onto the current unit.&lt;br /&gt;
# Select the next unit. When reaching the end of the units list, will cycle back to the beginning.&lt;br /&gt;
# Select the next unit and forget the current one. (Meaning: repeated use of 8. or 9. will no longer select it. You can still select it manually, though.) Use this, when you won&#039;t be moving the current unit any more in this turn.&lt;br /&gt;
# Hide or reveal the roof or ceiling. Useful for viewing inside enclosed areas.&lt;br /&gt;
# Open the Options menu. Use this to modify the firing, scrolling, movement speed and other settings.&lt;br /&gt;
# End player turn button. The opponents phase will then commence.&lt;br /&gt;
# Dust off button, give up or offer draw.&lt;br /&gt;
# Item carried in the right hand. Left click this area to use.&lt;br /&gt;
# Reserve TU buttons. Will stop the current unit from taking any action once a certain amount of TUs has been used. This is to ensure you have enough TUs to perform the selected action. Any other action will be cancelled except for the action that was reserved. Top left is to reserve none, Top right is to reserve enough TUs for a snap shot. Bottom left is to reserve for an aimed shot, with the bottom right similarly for auto-shot.&lt;br /&gt;
# Click here to view detailed vital statistics, including current armour values. Also the current round number is displayed here.&lt;br /&gt;
# Information panel detailing the name, and the current status. The green bar, and the number corresponds to the current TUs available, with the orange bar and number for the current energy. Likewise with the red bar and number for the current health and the purple bar and number representing the morale level.&lt;br /&gt;
# Currently selected unit.&lt;br /&gt;
# Mouse cursor and selection box. Select a tile and left click to move. Move to the edge of the screen to scroll along the board. Right click to have the currently selected unit face that direction or open a door, when standing in front of it.&lt;br /&gt;
# Opponent unit sighted buttons.  Left-click to center the screen on the indexed alien. These buttons are assigned in &amp;quot;increasing order&amp;quot; in terms of the appropriate file. In particular, the numerically highest alien sighted will also be the highest rank sighted.&lt;br /&gt;
# Opponents number. It identifies a unit together with the sighted-button.&lt;br /&gt;
# units marker for selected unit. Lower Arrow-part will turn blue, if unit is kneeling. A »+« indicates items laying beneath the units field.&lt;br /&gt;
&lt;br /&gt;
==== Map overview ====&lt;br /&gt;
[[file:mapoverview.png]]&lt;br /&gt;
&lt;br /&gt;
You can switch on the map-overview on the right hand side, by SHIFT+LEFT, resp., turn it off with SHIFT+RIGHT. It shows you armour- and health-values of every unit beneath the map, as well as the number of remaining units of both parties. The map itself shows the entire map, including the not discovered parts in black, the discovered parts in greyed, and also the view-area of every unit. Your own units are represented by a yellow dot, opponents&#039; are red. This is very useful so see, if you have any blind spots.&lt;br /&gt;
&lt;br /&gt;
==== Chat console ====&lt;br /&gt;
On the lower end of the screen you will find a grey field, where you can type in messages for your opponent. You can change the size of the area, where sent and received messages are displayed, by SHIFT+UP and SHIFT+DOWN. It also contains status-messages, like, when a unit is killed, or one side has ended its turn.&lt;br /&gt;
&lt;br /&gt;
= Symbols =&lt;br /&gt;
== (Blue) arrow over soldier ==&lt;br /&gt;
[[File:plus.png|Arrows indicate the soldier being the active one.]]&lt;br /&gt;
&lt;br /&gt;
The soldier with these arrows on top, is the currently active soldier. It will carry out orders you give it. If the lower part of the arrows is blueish, then the unit is currently kneeling.&lt;br /&gt;
&lt;br /&gt;
== Plus over soldier ==&lt;br /&gt;
[[File:plus.png|The plus indicates something laying on the ground, beneath the soldier.]]&lt;br /&gt;
&lt;br /&gt;
A »+« over the selected unit indicates, that the soldier is standing on a field with items laying around. You could pick them up via inventory menu.&lt;br /&gt;
= Additional information =&lt;br /&gt;
== Movement ==&lt;br /&gt;
If you hold down the CTRL-key, UFO2000 will show you, which way a soldier will take, to reach the field, you are currently pointing at.&lt;br /&gt;
&lt;br /&gt;
[[file:move.png]]&lt;br /&gt;
&lt;br /&gt;
It also shows you, how many time units this will cost. If the way would require an additional round, to get there, the numbering simply starts over again, after reaching &amp;lt; 3 TUs. Useful to avoid certain surprises, when the terrain isn&#039;t that simple (e. g. doors or other obstacles on the way).&lt;br /&gt;
== Aiming ==&lt;br /&gt;
If you point at a certain position for aiming, you can hold down the ALT-key, to show the line of fire.&lt;br /&gt;
&lt;br /&gt;
[[file:aim.png]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s yellow for the obstacle free part of the LOF. Behind an obstacle, it turns more red-orange. If you want to further specify, where a soldier shall aim at the target, you can hold down SHIFT-key when giving the fire-command. You then will get a selection of modes, where to aim precisely.&lt;br /&gt;
== Throwing ==&lt;br /&gt;
If you want to be sure, what trajectory a grenade or other item will take, when thrown, hold down the ALT-key during pointing where to throw.&lt;br /&gt;
&lt;br /&gt;
[[file:throw.png|500 px]]&lt;br /&gt;
&lt;br /&gt;
The target doesn&#039;t necessarily need to be on the ground! That way you can get the unit to throw over certain obstacles. The color of the obstacle free part of the trajectory is blue. If there&#039;s an obstacle in the way, it will show a red part behind that obstacle. If you point outside the range of throwing of that unit (18 tiles), the part, which is to much, will turn in darker blue.&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=65100</id>
		<title>Terror Units (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=65100"/>
		<updated>2015-06-04T11:10:25Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Terror Unit Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just as in the [[Terror Units|First Alien War]], the various alien races will occasionally attack civilian targets. This time, the aliens target cruise ships, cargo ships, ports, and tropical resorts. Each race will be accompanied by specific terror units, which can change depending on whether the mission is above or underwater. Later in the game, [[Mixed Crew]] terror missions will appear in which a Tasoth or Lobster Man crew is accompanied by other races&#039; terror units, plus a small number of Aquatoids. This can be an opportunity to obtain live specimens for research.&lt;br /&gt;
&lt;br /&gt;
Terror units can also be found guarding Alien Colonies and Artefact Sites, but these will invariably be Hallucinoids and Tentaculats accompanying either Tasoths and Aquatoids or Lobstermen.&lt;br /&gt;
&lt;br /&gt;
== Terror Unit Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! TFTD Species&lt;br /&gt;
! Terror Unit&lt;br /&gt;
|-&lt;br /&gt;
| [[Aquatoid]]  || [[Hallucinoid]] underwater and [[Calcinite]] on land&lt;br /&gt;
|-&lt;br /&gt;
| [[Gillman]]   || [[Xarquid]] underwater and [[Deep One]] on land&lt;br /&gt;
|-&lt;br /&gt;
| [[Lobsterman|Lobster Man]] ||   [[Tentaculat]] underwater and [[Bio-Drone]] on land&lt;br /&gt;
|-&lt;br /&gt;
| [[Tasoth]]    || [[Tentaculat]] underwater and [[Bio-Drone]]/[[Triscene]] mixture on land&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Colony Assault|Alien Colony]] ||  [[Hallucinoid]] (upper level only) and [[Tentaculat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Artefact Site]] || [[Hallucinoid]] and [[Tentaculat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[T&#039;leth]]    || [[Hallucinoid]], [[Deep One]], [[Xarquid]], [[Tentaculat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mixed Crew]] || almost anything goes - see article for details&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Terrorist (Alien Rank)]]&lt;br /&gt;
{{Aliens (TFTD)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=64910</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=64910"/>
		<updated>2015-06-02T04:37:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is to start collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources.&lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
According to the [http://xcom.com/#overview Overview] available at the official XCOM 2 website:&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion.&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. &lt;br /&gt;
* XCOM was beaten and defeated but they have waging a guerrilla style war against the aliens.&lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center.&lt;br /&gt;
* New alien races, including [[Snakeman (XCOM2)|Snakemen]] and Sectoid hybrids.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Procedural generated maps.&lt;br /&gt;
* Wide mod support: you can create maps, new races, storylines and campaigns and share them via Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
* 5 classes - no mention of how many new ones.&lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Soldiers can use melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid hybrid&lt;br /&gt;
File:02_x2_screens_overview_thm.png| New mobile XCOM base&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid hybrid &lt;br /&gt;
File:03_x2_screens_overview_thm.png| &lt;br /&gt;
File:04_x2_screens_media_thm.png|&lt;br /&gt;
File:04_x2_screens_overview_thm.png| &lt;br /&gt;
File:05_x2_screens_media_thm.png| &lt;br /&gt;
File:05_x2_screens_overview_thm.png| &lt;br /&gt;
File:06_x2_screens_overview_thm.png|  &lt;br /&gt;
File:07_x2_screens_overview_thm.png|  &lt;br /&gt;
File:08_x2_screens_overview_thm.png|  &lt;br /&gt;
File:09_x2_screens_overview_thm.png| &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64679</id>
		<title>Font collection (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64679"/>
		<updated>2015-05-25T12:18:31Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Customizing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Font collection&#039;&#039;&#039; is bitmap fonts used by game engine to represent text.&lt;br /&gt;
&lt;br /&gt;
Original UFO/TFTD engine uses two font types: big ([[BIGLETS.DAT]], 16x16 pixels per character) and small ([[SMALLSET.DAT]], 8x9 pixels per character) for Battlescape and Geoscape. But OpenXcom uses four font types: FontBig, FontGeoBig, FontSmall, FontGeoSmall. All of them described in *.dat file (which is actually YAML-file). Default font collection is placed in Language folder and named simply &#039;&#039;&#039;Font.dat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;background:darkgray; border:1px solid dimgray;color:white&amp;quot; border=&amp;quot;0&amp;quot; height=&amp;quot;230&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;bottom&amp;quot; cellpadding=10px cellspacing=0px&lt;br /&gt;
|+style=&amp;quot;background:white; color:black&amp;quot;|&#039;&#039;&#039;Font.dat&#039;&#039;&#039; fonts (gray background used for transparent files)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[File:FontBig.png|border|none]]&lt;br /&gt;
| [[File:FontGeoBig.png|border|none]]&lt;br /&gt;
| [[File:FontSmall.png|border|none]]&lt;br /&gt;
| [[File:FontGeoSmall.png|border|none]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;FontBig.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontGeoBig.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontSmall.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontGeoSmall.png&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*.dat&#039;&#039; is divided in two sections: &#039;&#039;chars&#039;&#039; and &#039;&#039;fonts&#039;&#039;. &#039;&#039;chars&#039;&#039; is string which contain all available characters, provided by this font collection. &#039;&#039;font&#039;&#039; section is bit more complicated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| Type of charmap&lt;br /&gt;
| Should be &#039;&#039;&#039;FONT_BIG&#039;&#039;&#039;, &#039;&#039;&#039;FONT_SMALL&#039;&#039;&#039;, &#039;&#039;&#039;FONT_GEO_BIG&#039;&#039;&#039;, or &#039;&#039;&#039;FONT_GEO_SMALL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image&#039;&#039;&#039;&lt;br /&gt;
| Relative path to PNG-file with contains actual glyphes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacing&#039;&#039;&#039;&lt;br /&gt;
| Spacing between two characters.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character in PNG-file have own rectangle with &#039;&#039;width&#039;&#039; and &#039;&#039;height&#039;&#039;. Characters shouldn&#039;t overlapping each other. Characters in *.png-file placed by groups with 16 characters in each group and ordered accordingly &#039;&#039;chars&#039;&#039; string. So if you want find actual character in *.png file, here formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
y = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; div 16) * &#039;&#039;height&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
x = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; mod 16) * &#039;&#039;width&#039;&#039;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here example for default &#039;&#039;Font.dat&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
chars: &amp;gt;&lt;br /&gt;
  !&amp;quot;#$%&amp;amp;&#039;()*+,-./0123456789:;&amp;lt;=&amp;gt;?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖŐŰÙÚÛÜÝÞŸßàáâãäåæçèéêëìíîïðñòóôõöőűùúûüýþÿФИСВУАПРШОЛДЬТЩЗЙКЫЕГМЦЧНЯфисвуапршолдьтщзйкыегмцчнябБжЖхХъЪэЭюЮĆĘęąŁćłĄŚśźżŻŹŃńĂăȘȚșțČĎĚŇŘŠŤŮŽčďěňřšťůžЄєŒœіІїЇøØĞŞİğşıΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩαβγδεζηθικλμνξοπρστυφχψωΆΈΉΊΌΎΏάέήίόύώςΐϊĹĽŔĺľŕ∞Ёё&lt;br /&gt;
fonts:&lt;br /&gt;
  - id: FONT_BIG&lt;br /&gt;
    image: FontBig.png&lt;br /&gt;
    width: 16&lt;br /&gt;
    height: 16&lt;br /&gt;
    spacing: 0&lt;br /&gt;
  - id: FONT_SMALL&lt;br /&gt;
    image: FontSmall.png&lt;br /&gt;
    width: 8&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: -1&lt;br /&gt;
  - id: FONT_GEO_BIG&lt;br /&gt;
    image: FontGeoBig.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: 1&lt;br /&gt;
  - id: FONT_GEO_SMALL&lt;br /&gt;
    image: FontGeoSmall.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 7&lt;br /&gt;
    spacing: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Customizing==&lt;br /&gt;
If you want customize font you can make it as mod. During initialization OpenXcom engine searches in [[Ruleset Reference (OpenXcom)|Ruleset]] &#039;&#039;fontName&#039;&#039; string, which by default is &#039;&#039;Font.dat&#039;&#039;. You can redefine this string to another file, for example &#039;&#039;MyFont.dat&#039;&#039;, and replace some &#039;&#039;image&#039;&#039; strings to your *.png-files.&lt;br /&gt;
&lt;br /&gt;
Just remember, *.dat file should be placed in Language folder, and *.png files are searched relative to *.dat file!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=64540</id>
		<title>Compiling with Autotools (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=64540"/>
		<updated>2015-05-18T12:38:11Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required packages ==&lt;br /&gt;
In order to compile OpenXcom you need to install additional [[Compiling (OpenXcom)#Dependencies|dependencies]].&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them with your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git clone https://github.com/SupSuper/OpenXcom.git&lt;br /&gt;
cd OpenXcom&lt;br /&gt;
./autogen.sh (optional)&lt;br /&gt;
./configure&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After last command and, hopefully, success compilation openxcom binary will be placed in bin folder. Enter to that directory and launch it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cd bin&lt;br /&gt;
./openxcom&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you done. Enjoy your invasion!&lt;br /&gt;
&lt;br /&gt;
==Updating sources ==&lt;br /&gt;
&lt;br /&gt;
To update sources just do:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git pull&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And repeat compilation from running ./autogen.sh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=64539</id>
		<title>Compiling with Autotools (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Autotools_(OpenXcom)&amp;diff=64539"/>
		<updated>2015-05-18T12:33:51Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required packages ==&lt;br /&gt;
In order to compile OpenXcom you need to install additional [[Compiling (OpenXcom)#Dependencies|dependencies]].&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them with your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
git clone https://github.com/SupSuper/OpenXcom.git&lt;br /&gt;
cd OpenXcom&lt;br /&gt;
./autogen.sh (optional)&lt;br /&gt;
./configure&lt;br /&gt;
make&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=64480</id>
		<title>Ruleset Reference Nightly (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_Nightly_(OpenXcom)&amp;diff=64480"/>
		<updated>2015-05-17T09:45:07Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]], according to the latest nightly. This page should be updated as new versions become available in order to explain the changes from [[Ruleset Reference (OpenXcom)|version 1.0]]. &lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Globe ===&lt;br /&gt;
&lt;br /&gt;
Defines the drawing of landmasses and borders on the globe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| Path name of file which contains polygon and texture information. (For example WORLD.DAT).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polygons&#039;&#039;&#039;&lt;br /&gt;
| List of polygons drawn on the globe surface. A triangle consist of seven values: the first number defines the texture, followed by three pairs of (x,y) globe coordinates. Only polygons with 3 or 4 vertices are reliable shown on the globe = 7 or 9 values per entry. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;polylines&#039;&#039;&#039;&lt;br /&gt;
| List of border lines. Each list entry consist of a list of (x,y) globe coordinates.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of terrains that correspond to each [[TEXTURE.DAT|Geoscape texture]]. Terrains can be restricted to certain areas on the globe with &#039;&#039;&#039;area: (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;)&#039;&#039;&#039; and &#039;&#039;&#039;weight: NUMBER&#039;&#039;&#039; gives their chance of appearance. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories. &lt;br /&gt;
Mission zone 3 defines cities belonging to a region (&#039;&#039;[lon1, lat1, lon2, lat2, -1, STR_CITY_NAME]&#039;&#039;). They will be displayed on the globe and used for terror site missions. Cities can also have a &#039;&#039;&#039;zoom&#039;&#039;&#039; setting which determines the appearance of its name label according to the specified zoom level. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities. If &amp;quot;true&amp;quot;, the radar detection chance will be set to 100% regardless of &#039;&#039;&#039;radarChance&#039;&#039;&#039; value.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| List (or single number) of groups this mapblock belongs to (used in mapscripts)&lt;br /&gt;
default usage:&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft) (used in addcraft/ufo command)&lt;br /&gt;
* 2 - E-W Road (for city maps) (used in addline command)&lt;br /&gt;
* 3 - N-S Road (for city maps) (used in addline command)&lt;br /&gt;
* 4 - Road Crossing (for city maps) (used in addline command)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;revealedFloors&#039;&#039;&#039;&lt;br /&gt;
| Map block floor to be revealed from the very beginning; use a list &amp;quot;[0, 1, ..]&amp;quot; to reveal multiple floors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;items&#039;&#039;&#039;&lt;br /&gt;
| An array of items to add to this mapblock, an the positions to place them at.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one map block assigned to Group 1. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require the Groups of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads).&lt;br /&gt;
&lt;br /&gt;
=== Map Scripts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| name of the script&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;commands&#039;&#039;&#039;&lt;br /&gt;
| List of MapCommands&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Command ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Currently these commands are implemented:&lt;br /&gt;
* addBlock&lt;br /&gt;
* addLine&lt;br /&gt;
* addCraft&lt;br /&gt;
* addUFO&lt;br /&gt;
* digTunnel&lt;br /&gt;
* fillArea&lt;br /&gt;
* checkBlock&lt;br /&gt;
* removeBlock&lt;br /&gt;
* resize&lt;br /&gt;
depending on the command type some of the following parameters are needed&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;label&#039;&#039;&#039;&lt;br /&gt;
| A numeric label that can be used for conditional execution of commands.&lt;br /&gt;
Each label should be unique within the command list (0=default no need for uniqueness).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;conditionals&#039;&#039;&#039;&lt;br /&gt;
| Defines the conditions that allows the execution of this command.&lt;br /&gt;
eg. [1, -4] means it will be executed if command with label 1 was a success and command with label 4 failed.&lt;br /&gt;
commands that are not yet executed are always in failed state.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executionChances&#039;&#039;&#039;&lt;br /&gt;
| the chance that this command will be executed (or fails)&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;executions&#039;&#039;&#039;&lt;br /&gt;
| this command will be executed multiple times with a value &amp;gt; 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groups&#039;&#039;&#039;&lt;br /&gt;
| Defines the what mapblock are used within this command. Can be list of goups or a single number.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blocks&#039;&#039;&#039;&lt;br /&gt;
| Alternative to groups. Here we define a list of mapblocks that are used within this command.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rects&#039;&#039;&#039;&lt;br /&gt;
| A list of possible ranges where (random) placement/checks/removal can happen in a map.&lt;br /&gt;
Is a list of a list of four integers.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| size of mapblocks that can be placed/checked/removed within rects. Also used for resize command type.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;freqs&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define distribution frequency here.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxUses&#039;&#039;&#039;&lt;br /&gt;
| For a list of mapblocks (defined by blocks?) we can define the maximal amount a mapblock can be used here.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;direction&#039;&#039;&#039;&lt;br /&gt;
| used for addLine command type. Values are both, horizontal or vertical. Typically defines the road type distribution.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tunnelData&#039;&#039;&#039;&lt;br /&gt;
| Parameter for digTunnel command type. Contains level (default: 0) and a list of MCD replacement rules (MCDReplacements)&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* The Mapscript is still somewhat in development&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by face recoloring based on nationality.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFaceColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for face pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 96&lt;br /&gt;
  - 160&lt;br /&gt;
  - 160&lt;br /&gt;
  - 163&lt;br /&gt;
  - 163&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group). Used by hair recoloring based on nationality.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039; &amp;lt;br&amp;gt; 9&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteHairColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for hair pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| &#039;&#039;example:&#039;&#039;&lt;br /&gt;
  - 144&lt;br /&gt;
  - 144&lt;br /&gt;
  - 164&lt;br /&gt;
  - 164&lt;br /&gt;
  - 245&lt;br /&gt;
  - 245&lt;br /&gt;
  - 166&lt;br /&gt;
  - 166&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteUtileColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. 8 values ordered by:&lt;br /&gt;
* Male Blond&lt;br /&gt;
* Female Blond&lt;br /&gt;
* Male Brown&lt;br /&gt;
* Female Brown&lt;br /&gt;
* Male Asian&lt;br /&gt;
* Female Asian&lt;br /&gt;
* Male African&lt;br /&gt;
* Female African&lt;br /&gt;
Other units use random position form table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankGroup&#039;&#039;&#039;&lt;br /&gt;
| Pixel color group in [[PALETTES.DAT#Color Indexes|palette]] that will be replace in unit graphic by new color, range form 1-15 (its skip first group).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteRankColor&#039;&#039;&#039;&lt;br /&gt;
| New colors index for pixels. For solders 6 values ordered by:&lt;br /&gt;
* STR_ROOKIE&lt;br /&gt;
* STR_SQUADDIE&lt;br /&gt;
* STR_SERGEANT&lt;br /&gt;
* STR_CAPTAIN&lt;br /&gt;
* STR_COLONEL&lt;br /&gt;
* STR_COMMANDER&lt;br /&gt;
For aliens 7 values ordered by (alien unit rank property):&lt;br /&gt;
* STR_LIVE_SOLDIER&lt;br /&gt;
* STR_LIVE_ENGINEER&lt;br /&gt;
* STR_LIVE_MEDIC&lt;br /&gt;
* STR_LIVE_NAVIGATOR&lt;br /&gt;
* STR_LIVE_LEADER&lt;br /&gt;
* STR_LIVE_COMMANDER&lt;br /&gt;
* STR_LIVE_TERRORIST&lt;br /&gt;
Civilians uses random position form 8 element table.&lt;br /&gt;
Value 0 mean original value.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
* 11 = [[Submersible Weapons Systems]]&lt;br /&gt;
* 12 = [[Hallucinoid]]&lt;br /&gt;
* 13 = [[Aquanauts]]&lt;br /&gt;
* 14 = [[Calcinite]], [[Deep One]], [[Gillman]], [[Lobster Man]], [[Tasoth]]&lt;br /&gt;
* 15 = [[Aquatoid]]&lt;br /&gt;
* 16 = [[Bio-Drone]]&lt;br /&gt;
* 17 = TFTD Civilians type A and [[Zombie_(TFTD)]]&lt;br /&gt;
* 18 = TFTD Civilians type B&lt;br /&gt;
* 19 = [[Tentaculat]]&lt;br /&gt;
* 20 = [[Triscene]]&lt;br /&gt;
* 21 = [[Xarquid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;forcedTorso&#039;&#039;&#039;&lt;br /&gt;
| soldier sprites have female and male torsos. some armours reuse these sprites for flying/non flying torso without difference between genders. This can be controlled by the parameter: 0 = use genderrelated torso, 1 = use male torso, 2 = use female torso &lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;femaleFrequency&#039;&#039;&#039;&lt;br /&gt;
| The probability that a female soldier is hired.&lt;br /&gt;
| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Silacoid|Burns Floor]]&lt;br /&gt;
* 3 = [[Bio-Drone|Burns Floor and explodes on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;female&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a female? (used for TFTD civilian types)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| Sets the race to use in the next stage.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;script&#039;&#039;&#039;&lt;br /&gt;
| Reference to a mapScript.&lt;br /&gt;
| &amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;extraQty&#039;&#039;&#039;&lt;br /&gt;
| functionally identical to dQty, spawns a random number of additional aliens.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man-days (on average, the final time will be 50-150% this value) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Used in Alien Navigators (gives random alien Mission), Medics (random alien interrogation or autopsy) or Engineers (gives UFO type). &lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
* 10 = [[TFTD]]&lt;br /&gt;
* 11 = TFTD [[Subs]]&lt;br /&gt;
* 12 = TFTD [[Sub_Armaments]]&lt;br /&gt;
* 13 = TFTD [[Submersible_Weapons_Systems]]&lt;br /&gt;
* 14 = TFTD [[Equipment_(TFTD)]]&lt;br /&gt;
* 15 = TFTD Armour&lt;br /&gt;
* 16 = TFTD [[Base_Facilities_(TFTD)]]&lt;br /&gt;
* 17 = TFTD [[Alien_Subs]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
&lt;br /&gt;
Custom music options can be defined in the Music.rul file.  More details [[Audio Options (OpenXcom)#Custom Music|here]].&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== Interfaces ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;elements&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;color&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;?&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==Font==&lt;br /&gt;
Defines [[Font collection (OpenXcom)|font collection]] used by default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64479</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64479"/>
		<updated>2015-05-17T09:44:49Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Font */ to nightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]] for the current stable version (1.0) of OpenXcom. For the current nightly versions (with the advanced features currently in development) check [[Ruleset Reference Nightly (OpenXcom)|Ruleset Reference Nightly]].&lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| List of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one type 1 map block. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require at least 1 map block of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads) and the corresponding &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039; added to the ruleset. &lt;br /&gt;
* If there isn&#039;t any map blocks designed as roads since you want to keep your terrain &#039;random&#039;, this can be circumvented by designating all 10x10 map blocks, excluding the one(s) used for the XCOM craft, as either &#039;&#039;&#039;Type&#039;&#039;&#039; 2, 3 and 4 and by defining their &#039;&#039;&#039;subType&#039;&#039;&#039; to 0. The game will then randomly choose between the map blocks for each type used in the roads, making them map more random.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Only applies to living aliens.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64469</id>
		<title>Font collection (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64469"/>
		<updated>2015-05-17T07:42:51Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Font collection&#039;&#039;&#039; is bitmap fonts used by game engine to represent text.&lt;br /&gt;
&lt;br /&gt;
Original UFO/TFTD engine uses two font types: big ([[BIGLETS.DAT]], 16x16 pixels per character) and small ([[SMALLSET.DAT]], 8x9 pixels per character) for Battlescape and Geoscape. But OpenXcom uses four font types: FontBig, FontGeoBig, FontSmall, FontGeoSmall. All of them described in *.dat file (which is actually YAML-file). Default font collection is placed in Language folder and named simply &#039;&#039;&#039;Font.dat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;background:darkgray; border:1px solid dimgray;color:white&amp;quot; border=&amp;quot;0&amp;quot; height=&amp;quot;230&amp;quot; align=&amp;quot;center&amp;quot; valign=&amp;quot;bottom&amp;quot; cellpadding=10px cellspacing=0px&lt;br /&gt;
|+style=&amp;quot;background:white; color:black&amp;quot;|&#039;&#039;&#039;Font.dat&#039;&#039;&#039; fonts (gray background used for transparent files)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| [[File:FontBig.png|border|none]]&lt;br /&gt;
| [[File:FontGeoBig.png|border|none]]&lt;br /&gt;
| [[File:FontSmall.png|border|none]]&lt;br /&gt;
| [[File:FontGeoSmall.png|border|none]]&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;FontBig.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontGeoBig.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontSmall.png&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;FontGeoSmall.png&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*.dat&#039;&#039; is divided in two sections: &#039;&#039;chars&#039;&#039; and &#039;&#039;fonts&#039;&#039;. &#039;&#039;chars&#039;&#039; is string which contain all available characters, provided by this font collection. &#039;&#039;font&#039;&#039; section is bit more complicated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| Type of charmap&lt;br /&gt;
| Should be &#039;&#039;&#039;FONT_BIG&#039;&#039;&#039;, &#039;&#039;&#039;FONT_SMALL&#039;&#039;&#039;, &#039;&#039;&#039;FONT_GEO_BIG&#039;&#039;&#039;, or &#039;&#039;&#039;FONT_GEO_SMALL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image&#039;&#039;&#039;&lt;br /&gt;
| Relative path to PNG-file with contains actual glyphes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacing&#039;&#039;&#039;&lt;br /&gt;
| Spacing between two characters.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character in PNG-file have own rectangle with &#039;&#039;width&#039;&#039; and &#039;&#039;height&#039;&#039;. Characters shouldn&#039;t overlapping each other. Characters in *.png-file placed by groups with 16 characters in each group and ordered accordingly &#039;&#039;chars&#039;&#039; string. So if you want find actual character in *.png file, here formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
y = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; div 16) * &#039;&#039;height&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
x = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; mod 16) * &#039;&#039;width&#039;&#039;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here example for default &#039;&#039;Font.dat&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
chars: &amp;gt;&lt;br /&gt;
  !&amp;quot;#$%&amp;amp;&#039;()*+,-./0123456789:;&amp;lt;=&amp;gt;?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖŐŰÙÚÛÜÝÞŸßàáâãäåæçèéêëìíîïðñòóôõöőűùúûüýþÿФИСВУАПРШОЛДЬТЩЗЙКЫЕГМЦЧНЯфисвуапршолдьтщзйкыегмцчнябБжЖхХъЪэЭюЮĆĘęąŁćłĄŚśźżŻŹŃńĂăȘȚșțČĎĚŇŘŠŤŮŽčďěňřšťůžЄєŒœіІїЇøØĞŞİğşıΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩαβγδεζηθικλμνξοπρστυφχψωΆΈΉΊΌΎΏάέήίόύώςΐϊĹĽŔĺľŕ∞Ёё&lt;br /&gt;
fonts:&lt;br /&gt;
  - id: FONT_BIG&lt;br /&gt;
    image: FontBig.png&lt;br /&gt;
    width: 16&lt;br /&gt;
    height: 16&lt;br /&gt;
    spacing: 0&lt;br /&gt;
  - id: FONT_SMALL&lt;br /&gt;
    image: FontSmall.png&lt;br /&gt;
    width: 8&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: -1&lt;br /&gt;
  - id: FONT_GEO_BIG&lt;br /&gt;
    image: FontGeoBig.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: 1&lt;br /&gt;
  - id: FONT_GEO_SMALL&lt;br /&gt;
    image: FontGeoSmall.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 7&lt;br /&gt;
    spacing: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Customizing==&lt;br /&gt;
If you want customizing font you can make it as mod. During initialization OpenXcom engine searches in [[Ruleset Reference (OpenXcom)|Ruleset]] &#039;&#039;fontName&#039;&#039; string, which by default is &#039;&#039;Font.dat&#039;&#039;. You can redefine this string to another file, for example &#039;&#039;MyFont.dat&#039;&#039;, and replace some &#039;&#039;image&#039;&#039; strings to your *.png-files. &lt;br /&gt;
&lt;br /&gt;
Just remember, *.dat file should be placed in Language folder, and *.png files are searched relative to *.dat file!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:FontSmall.png&amp;diff=64468</id>
		<title>File:FontSmall.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:FontSmall.png&amp;diff=64468"/>
		<updated>2015-05-17T07:27:26Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Default FontSmall from OpenXcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Default FontSmall from OpenXcom&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:FontGeoSmall.png&amp;diff=64467</id>
		<title>File:FontGeoSmall.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:FontGeoSmall.png&amp;diff=64467"/>
		<updated>2015-05-17T07:27:01Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Default FontGeoSmall from OpenXcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Default FontGeoSmall from OpenXcom&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:FontGeoBig.png&amp;diff=64466</id>
		<title>File:FontGeoBig.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:FontGeoBig.png&amp;diff=64466"/>
		<updated>2015-05-17T07:25:49Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Default FontGeoBig from OpenXcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Default FontGeoBig from OpenXcom&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:FontBig.png&amp;diff=64465</id>
		<title>File:FontBig.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:FontBig.png&amp;diff=64465"/>
		<updated>2015-05-17T07:25:18Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Default FontBig from OpenXcom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Default FontBig from OpenXcom&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64464</id>
		<title>Font collection (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Font_collection_(OpenXcom)&amp;diff=64464"/>
		<updated>2015-05-17T07:23:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Font collection&amp;#039;&amp;#039;&amp;#039; is bitmap fonts used by game engine to represent text.  Original UFO/TFTD engine uses two font types: big (BIGLETS.DAT, 16x16 pixels per character) a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Font collection&#039;&#039;&#039; is bitmap fonts used by game engine to represent text.&lt;br /&gt;
&lt;br /&gt;
Original UFO/TFTD engine uses two font types: big ([[BIGLETS.DAT]], 16x16 pixels per character) and small ([[SMALLSET.DAT]], 8x9 pixels per character) for Battlescape and Geoscape. But OpenXcom uses four font types: FontBig, FontGeoBig, FontSmall, FontGeoSmall. All of them described in *.dat file (which is actually YAML-file). Default font collection is placed in Language folder and named simply &#039;&#039;&#039;Font.dat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*.dat&#039;&#039; is divided in two sections: &#039;&#039;chars&#039;&#039; and &#039;&#039;fonts&#039;&#039;. &#039;&#039;chars&#039;&#039; is string which contain all available characters, provided by this font collection. &#039;&#039;font&#039;&#039; section is bit more complicated:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| Type of charmap&lt;br /&gt;
| Should be &#039;&#039;&#039;FONT_BIG&#039;&#039;&#039;, &#039;&#039;&#039;FONT_SMALL&#039;&#039;&#039;, &#039;&#039;&#039;FONT_GEO_BIG&#039;&#039;&#039;, or &#039;&#039;&#039;FONT_GEO_SMALL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image&#039;&#039;&#039;&lt;br /&gt;
| Relative path to PNG-file with contains actual glyphes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of a character&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacing&#039;&#039;&#039;&lt;br /&gt;
| Spacing between two characters.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character in PNG-file have own rectangle with &#039;&#039;width&#039;&#039; and &#039;&#039;height&#039;&#039;. Characters shouldn&#039;t overlapping each other. Characters in *.png-file placed by groups with 16 characters in each group and ordered accordingly &#039;&#039;chars&#039;&#039; string. So if you want find actual character in *.png file, here formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
y = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; div 16) * &#039;&#039;height&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
x = (&#039;&#039;&amp;lt;number in chars&amp;gt;&#039;&#039; mod 16) * &#039;&#039;width&#039;&#039;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here example for default &#039;&#039;Font.dat&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
chars: &amp;gt;&lt;br /&gt;
  !&amp;quot;#$%&amp;amp;&#039;()*+,-./0123456789:;&amp;lt;=&amp;gt;?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖŐŰÙÚÛÜÝÞŸßàáâãäåæçèéêëìíîïðñòóôõöőűùúûüýþÿФИСВУАПРШОЛДЬТЩЗЙКЫЕГМЦЧНЯфисвуапршолдьтщзйкыегмцчнябБжЖхХъЪэЭюЮĆĘęąŁćłĄŚśźżŻŹŃńĂăȘȚșțČĎĚŇŘŠŤŮŽčďěňřšťůžЄєŒœіІїЇøØĞŞİğşıΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩαβγδεζηθικλμνξοπρστυφχψωΆΈΉΊΌΎΏάέήίόύώςΐϊĹĽŔĺľŕ∞Ёё&lt;br /&gt;
fonts:&lt;br /&gt;
  - id: FONT_BIG&lt;br /&gt;
    image: FontBig.png&lt;br /&gt;
    width: 16&lt;br /&gt;
    height: 16&lt;br /&gt;
    spacing: 0&lt;br /&gt;
  - id: FONT_SMALL&lt;br /&gt;
    image: FontSmall.png&lt;br /&gt;
    width: 8&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: -1&lt;br /&gt;
  - id: FONT_GEO_BIG&lt;br /&gt;
    image: FontGeoBig.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 9&lt;br /&gt;
    spacing: 1&lt;br /&gt;
  - id: FONT_GEO_SMALL&lt;br /&gt;
    image: FontGeoSmall.png&lt;br /&gt;
    width: 5&lt;br /&gt;
    height: 7&lt;br /&gt;
    spacing: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Customizing==&lt;br /&gt;
If you want customizing font you can make it as mod. During initialization OpenXcom engine searches in [[Ruleset Reference (OpenXcom)|Ruleset]] &#039;&#039;fontName&#039;&#039; string, which by default is &#039;&#039;Font.dat&#039;&#039;. You can redefine this string to another file, for example &#039;&#039;MyFont.dat&#039;&#039;, and replace some &#039;&#039;image&#039;&#039; strings to your *.png-files. &lt;br /&gt;
&lt;br /&gt;
Just remember, *.dat file should be placed in Language folder, and *.png files are searched relative to *.dat file!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=64463</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=64463"/>
		<updated>2015-05-17T06:38:23Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [https://www.transifex.com/projects/p/openxcom/ Transifex web site].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand. Transifex has handy [https://www.transifex.com/projects/p/openxcom/glossary/l/en_US/ Glossary tool] for that. During translation you will receive highlights for known words.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text. These fonts are limited with Latin extended, Greek, and Cyrillic alphabets. If your language has new characters that it doesn&#039;t support, you&#039;ll have to add [[font collection (OpenXcom)|them in yourself]] and create it as [[mods (OpenXcom)|mod]].&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations directly from Transifex by clicking the resource name. They are also available in the Git builds. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
==Special cases==&lt;br /&gt;
=== Pluralization ===&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://cldr.unicode.org/index/cldr-spec/plural-rules Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
=== Gender-specific messages ===&lt;br /&gt;
Again, some languages have messages, that differ for male or female character. For example, in Russian we have two variants of &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; has Panicked&#039;&#039;&amp;quot;: &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковал&#039;&#039;&amp;quot; (for male character) and &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковала&#039;&#039;&amp;quot; (for female character). For this case we have two strings with _MALE and _FEMALE suffixes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_HAS_PANICKED_MALE: &amp;quot;{0}{NEWLINE}запаниковал&amp;quot;&lt;br /&gt;
  STR_HAS_PANICKED_FEMALE: &amp;quot;{0}{NEWLINE}запаниковала&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your language don&#039;t have such feature, just provide for both strings same translation. Otherwise, fill male and female messages accordingly their suffixes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64462</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64462"/>
		<updated>2015-05-17T06:26:28Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Font */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]] for the current stable version (1.0) of OpenXcom. For the current nightly versions (with the advanced features currently in development) check [[Ruleset Reference Nightly (OpenXcom)|Ruleset Reference Nightly]].&lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| List of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one type 1 map block. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require at least 1 map block of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads) and the corresponding &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039; added to the ruleset. &lt;br /&gt;
* If there isn&#039;t any map blocks designed as roads since you want to keep your terrain &#039;random&#039;, this can be circumvented by designating all 10x10 map blocks, excluding the one(s) used for the XCOM craft, as either &#039;&#039;&#039;Type&#039;&#039;&#039; 2, 3 and 4 and by defining their &#039;&#039;&#039;subType&#039;&#039;&#039; to 0. The game will then randomly choose between the map blocks for each type used in the roads, making them map more random.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Only applies to living aliens.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==Font==&lt;br /&gt;
Defines [[Font collection (OpenXcom)|font collection]] used by default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used [[Font collection (OpenXcom)|font collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64461</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=64461"/>
		<updated>2015-05-17T06:26:03Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* StatStrings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]] for the current stable version (1.0) of OpenXcom. For the current nightly versions (with the advanced features currently in development) check [[Ruleset Reference Nightly (OpenXcom)|Ruleset Reference Nightly]].&lt;br /&gt;
&lt;br /&gt;
Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| List of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region. Mission zones are waypoints for UFO trajectories.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxItems&#039;&#039;&#039;&lt;br /&gt;
| Amount of items this craft can carry.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deployment&#039;&#039;&#039;&lt;br /&gt;
| Custom positions for the unit deployment in the craft, listed as: &#039;&#039;[x, y, z, facing]&#039;&#039;&lt;br /&gt;
If not specified, units are placed on empty spots from top-left to bottom-right facing top-right.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|GEO.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images. The corresponding file id is 35*[bulletSprite]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Explosive style weapons (Damage type: smoke, incendiary, stun, &amp;amp; High Explosive) use [[X1.PCK]] and should always be set to 0.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will do nothing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? If true, incurs an accuracy penalty if used with both hands occupied. Note that the handsprite of a twoHanded item is also drawn at a slightly different position than a one handed item.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
** This property can only be used in type 0 map blocks.&lt;br /&gt;
* &#039;&#039;&#039;hemisphere&#039;&#039;&#039; only applies to UFO missions, not Terror ones.&lt;br /&gt;
*&#039;&#039;&#039;width/length&#039;&#039;&#039; defines the size of the map &lt;br /&gt;
** be aware that the mapview &amp;quot;width&amp;quot;-label is the openxcom ruleset length parameter &lt;br /&gt;
** be aware that the mapview &amp;quot;length&amp;quot;-label is the openxcom ruleset width parameter&lt;br /&gt;
&lt;br /&gt;
==== Guidelines/Tips ====&lt;br /&gt;
* All maps with an XCOM/Alien craft require at least one type 1 map block. This map block can only contain ground tiles (no walls or objects), otherwise the game will crash or the walls/objects will be removed. &lt;br /&gt;
* All Terror terrains (listed under STR_TERROR_MISSION) require at least 1 map block of &#039;&#039;&#039;Types&#039;&#039;&#039; 2, 3 and 4 (for a total of 3 maps, which are required to place roads) and the corresponding &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039; added to the ruleset. &lt;br /&gt;
* If there isn&#039;t any map blocks designed as roads since you want to keep your terrain &#039;random&#039;, this can be circumvented by designating all 10x10 map blocks, excluding the one(s) used for the XCOM craft, as either &#039;&#039;&#039;Type&#039;&#039;&#039; 2, 3 and 4 and by defining their &#039;&#039;&#039;subType&#039;&#039;&#039; to 0. The game will then randomly choose between the map blocks for each type used in the roads, making them map more random.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
* 10 = [[Muton]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[#Extra_Sounds|BATTLE.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops between turns.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit, the more likely to make a frontal assault. Less aggressive units tend to set up ambushes.&lt;br /&gt;
Vanilla values are:&lt;br /&gt;
* 0 = mostly passive&lt;br /&gt;
* 1 = balanced&lt;br /&gt;
* 2 = mostly aggresive&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Energy recovered by the unit each turn (needs verification)&lt;br /&gt;
| 40 (?)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]] (Requires &#039;&#039;&#039;power&#039;&#039;&#039; and &#039;&#039;&#039;blastRadius&#039;&#039;&#039; properties to be set on the corpse)&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
* &#039;&#039;&#039;terrains&#039;&#039;&#039; can also be used with UFOs, with the game using instead the listed terrain rather than the location of the UFO on Geoscape. &lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on beginner/experienced.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum quantity of aliens to spawn on superhuman. (minimum quantity for veteran/genius is the median of this and the previous value)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Delta in Quantity. ie: random number of aliens to spawn on top of the minimum (all difficulties).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races). Only applies to living aliens.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive? (in seconds)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
0 = first set (plasma pistol/clip)&lt;br /&gt;
1 = second set (plasma rifle/clip)&lt;br /&gt;
2 = third set (heavy plasma/clip)&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
The above can be confusing. There are 10 fields; each number represents 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
There are six instances of &#039;0&#039;. 6x10% = 60% chance of plasma pistol&amp;lt;br&amp;gt;&lt;br /&gt;
There are three instances of &#039;1&#039;. 3x10% = 30% chance of plasma rifle&amp;lt;br&amp;gt;&lt;br /&gt;
There is only one instance of &#039;2&#039;. 1x10% = 10% chance of heavy plasma&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null. ((~) = 0 as minvalue; (~) =255 as maxvalue)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==Font==&lt;br /&gt;
Defines [[Font collection (OpenXcom)|font collection]] used by default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fontName&#039;&#039;&#039;&lt;br /&gt;
| Name of *.dat file, placed in Language folder, which describes used font [[Font collection (OpenXcom)|collection]].&lt;br /&gt;
| Font.dat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59841</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59841"/>
		<updated>2014-10-08T08:55:15Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Gender-specific messages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [https://www.transifex.com/projects/p/openxcom/ Transifex web site].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand. Transifex has handy [https://www.transifex.com/projects/p/openxcom/glossary/l/en_US/ Glossary tool] for that. During translation you will receive highlights for known words.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text, so if your language has new characters that it doesn&#039;t support, you&#039;ll have to add them in yourself. The font files are PNG images in the Language folder, which are referenced by a &#039;&#039;Font.dat&#039;&#039; text file which contains all the characters in the fonts (in UTF-8). To add a character you just put it at the end of the &#039;&#039;chars:&#039;&#039; in &#039;&#039;Font.dat&#039;&#039; and then draw them into the font files (both lowercase and uppercase).&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations from GetLocalization [http://openxcom.org/translations/latest.zip here], they are updated hourly. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
==Special cases==&lt;br /&gt;
=== Pluralization ===&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://unicode.org/repos/cldr-tmp/trunk/diff/supplemental/language_plural_rules.html Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
=== Gender-specific messages ===&lt;br /&gt;
Again, some languages have messages, that differ for male or female character. For example, in Russian we have two variants of &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; has Panicked&#039;&#039;&amp;quot;: &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковал&#039;&#039;&amp;quot; (for male character) and &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковала&#039;&#039;&amp;quot; (for female character). For this case we have two strings with _MALE and _FEMALE suffixes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_HAS_PANICKED_MALE: &amp;quot;{0}{NEWLINE}запаниковал&amp;quot;&lt;br /&gt;
  STR_HAS_PANICKED_FEMALE: &amp;quot;{0}{NEWLINE}запаниковала&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your language don&#039;t have such feature, just provide for both strings same translation. Otherwise, fill male and female messages accordingly their suffixes.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59840</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59840"/>
		<updated>2014-10-08T08:54:11Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Pluralization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [https://www.transifex.com/projects/p/openxcom/ Transifex web site].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand. Transifex has handy [https://www.transifex.com/projects/p/openxcom/glossary/l/en_US/ Glossary tool] for that. During translation you will receive highlights for known words.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text, so if your language has new characters that it doesn&#039;t support, you&#039;ll have to add them in yourself. The font files are PNG images in the Language folder, which are referenced by a &#039;&#039;Font.dat&#039;&#039; text file which contains all the characters in the fonts (in UTF-8). To add a character you just put it at the end of the &#039;&#039;chars:&#039;&#039; in &#039;&#039;Font.dat&#039;&#039; and then draw them into the font files (both lowercase and uppercase).&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations from GetLocalization [http://openxcom.org/translations/latest.zip here], they are updated hourly. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
==Special cases==&lt;br /&gt;
=== Pluralization ===&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://unicode.org/repos/cldr-tmp/trunk/diff/supplemental/language_plural_rules.html Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
=== Gender-specific messages ===&lt;br /&gt;
Again, some languages have messages, that differ for male or female character. For example, in Russian we have two variants of &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; has Panicked&#039;&#039;&amp;quot;: &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковал&#039;&#039;&amp;quot; (for male character) and &amp;quot;&#039;&#039;&amp;lt;Soldier name&amp;gt; запаниковала&#039;&#039;&amp;quot; (for female character). For this case we have two strings with _MALE and _FEMALE suffixes. If your language don&#039;t have such feature, just provide for both strings same translation. Otherwise, fill male and female messages accordingly their suffixes.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59839</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59839"/>
		<updated>2014-10-08T08:42:53Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [https://www.transifex.com/projects/p/openxcom/ Transifex web site].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand. Transifex has handy [https://www.transifex.com/projects/p/openxcom/glossary/l/en_US/ Glossary tool] for that. During translation you will receive highlights for known words.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text, so if your language has new characters that it doesn&#039;t support, you&#039;ll have to add them in yourself. The font files are PNG images in the Language folder, which are referenced by a &#039;&#039;Font.dat&#039;&#039; text file which contains all the characters in the fonts (in UTF-8). To add a character you just put it at the end of the &#039;&#039;chars:&#039;&#039; in &#039;&#039;Font.dat&#039;&#039; and then draw them into the font files (both lowercase and uppercase).&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations from GetLocalization [http://openxcom.org/translations/latest.zip here], they are updated hourly. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
== Pluralization ==&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://unicode.org/repos/cldr-tmp/trunk/diff/supplemental/language_plural_rules.html Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59838</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59838"/>
		<updated>2014-10-08T08:36:53Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Pluralization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [http://www.getlocalization.com/openxcom/ GetLocalization online tool].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Pluralization ==&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://unicode.org/repos/cldr-tmp/trunk/diff/supplemental/language_plural_rules.html Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text, so if your language has new characters that it doesn&#039;t support, you&#039;ll have to add them in yourself. The font files are PNG images in the Language folder, which are referenced by a &#039;&#039;Font.dat&#039;&#039; text file which contains all the characters in the fonts (in UTF-8). To add a character you just put it at the end of the &#039;&#039;chars:&#039;&#039; in &#039;&#039;Font.dat&#039;&#039; and then draw them into the font files (both lowercase and uppercase).&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations from GetLocalization [http://openxcom.org/translations/latest.zip here], they are updated hourly. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59837</id>
		<title>Translations (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Translations_(OpenXcom)&amp;diff=59837"/>
		<updated>2014-10-08T08:36:23Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Pluralization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like [[GeoScape String Files|the original]], OpenXcom supports translation of all ingame strings. However, the format has been changed to make it easier to edit, maintain and add support for Unicode. Currently the easiest way to translate is to use the [http://www.getlocalization.com/openxcom/ GetLocalization online tool].&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
* Preserve the original structure: Don&#039;t change text inside {} tags and keep any spaces, uppercases, etc. that the original string has, unless you have a good reason not to. &lt;br /&gt;
* Be consistent: Don&#039;t make the text look schizophrenic, stick to one style throughout. If a word has multiple translations, choose one and stick with it. If working with multiple translators, be sure to work this out before-hand.&lt;br /&gt;
* Don&#039;t use automatic translations: We&#039;re not robots. Only use them to assist you. I recommend [http://www.linguee.com/ Linguee] since it uses real translations.&lt;br /&gt;
* Review your work: Again, we&#039;re not robots and make mistakes every now and then. Don&#039;t forget to use a spellchecker.&lt;br /&gt;
* Pay attention to length: while most of the interface is fairly roomy (eg. Ufopaedia screens), some elements just can&#039;t fit a lot of words into a tight 320x200 screen (eg. columned lists). Remember you can test your translation ingame by downloading the file to your Language folder.&lt;br /&gt;
&lt;br /&gt;
== Pluralization ==&lt;br /&gt;
&lt;br /&gt;
Some strings have different forms depending on the associated number {N}, for example &amp;quot;1 day&amp;quot; and &amp;quot;2 days&amp;quot;. Different languages have different pluralization rules (See [http://unicode.org/repos/cldr-tmp/trunk/diff/supplemental/language_plural_rules.html Unicode Language Plural Rules] for the reference), you can ignore the cases that don&#039;t apply to your language as they won&#039;t be used by the game. Otherwise you should provide all plural forms, needed for your language. &lt;br /&gt;
&lt;br /&gt;
For example, you translating OpenXcom to Czech. Source en-US.yml for English have these lines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY&lt;br /&gt;
    one: &amp;quot;{N} day&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} days&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As we can see, English have only 2 plural forms, &#039;&#039;one&#039;&#039; and &#039;&#039;other&#039;&#039;. But Czech, according to standards, have 3 plural forms: &#039;&#039;one&#039;&#039; (&amp;quot;1 den&amp;quot;), &#039;&#039;few&#039;&#039; (&amp;quot;2 dny&amp;quot;) and &#039;&#039;other&#039;&#039; (&amp;quot;5 dní&amp;quot;). So here code how it should look in cz.yml file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  STR_DAY:&lt;br /&gt;
    one: &amp;quot;{N} den&amp;quot;&lt;br /&gt;
    few: &amp;quot;{N} dny&amp;quot;&lt;br /&gt;
    other: &amp;quot;{N} dní&amp;quot;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OpenXcom engine based on digit, provided here as &#039;&#039;{N}&#039;&#039;, will choose correct plural form.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
Sadly a translator&#039;s job isn&#039;t just replacing strings. Sometimes you also need to have a little bit of artistry. The game uses bitmap fonts to display text, so if your language has new characters that it doesn&#039;t support, you&#039;ll have to add them in yourself. The font files are PNG images in the Language folder, which are referenced by a &#039;&#039;Font.dat&#039;&#039; text file which contains all the characters in the fonts (in UTF-8). To add a character you just put it at the end of the &#039;&#039;chars:&#039;&#039; in &#039;&#039;Font.dat&#039;&#039; and then draw them into the font files (both lowercase and uppercase).&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
To test your translations in-game you just need to put them in the &#039;&#039;Data\Language&#039;&#039; folder. You can get the latest translations from GetLocalization [http://openxcom.org/translations/latest.zip here], they are updated hourly. If you need to check how much room you have for a string, you can enable &#039;&#039;debugUi&#039;&#039; in your &#039;&#039;options.cfg&#039;&#039; to see the text boxes in-game.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Language files are stored in YAML format (UTF-8). Here&#039;s a typical language file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
en-US:&lt;br /&gt;
  STR_AVENGER_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT SPACECRAFT.  THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_INTERCEPTOR_UFOPEDIA: &amp;quot;COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS.  THE BEST AVAILABLE EARTH BASED TECHNOLOGY.&amp;quot;&lt;br /&gt;
  STR_LIGHTNING_UFOPEDIA: &amp;quot;TRANSPORTER AND COMBAT CRAFT.  A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.&amp;quot;&lt;br /&gt;
  STR_SKYRANGER_UFOPEDIA: &amp;quot;TROOP TRANSPORTER.  THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY.&amp;quot;&lt;br /&gt;
  STR_FIRESTORM_UFOPEDIA: &amp;quot;COMBAT CRAFT.  THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.&amp;quot;&lt;br /&gt;
  ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line contains the [http://www.i18nguy.com/unicode/language-identifiers.html IETF language tag] (same as the filename). The rest of the text are just key-string pairs, separated by linebreaks. Language files are placed in the &#039;&#039;Data\Language&#039;&#039; folder and have the .yml extension.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,6.0.html Translations forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58649</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58649"/>
		<updated>2014-08-10T12:54:34Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Enemy Within DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012)|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle. http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|The &amp;quot;newest ally&amp;quot; referred to was likely to&#039;ve been called &amp;quot;Annette&amp;quot;. Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang&#039;s Rising Dragon, except for &amp;quot;Annette&amp;quot; to be the Volunteer, specifically.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]] &lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58648</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58648"/>
		<updated>2014-08-10T12:54:11Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Enemy Within DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle. http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|The &amp;quot;newest ally&amp;quot; referred to was likely to&#039;ve been called &amp;quot;Annette&amp;quot;. Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang&#039;s Rising Dragon, except for &amp;quot;Annette&amp;quot; to be the Volunteer, specifically.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]] &lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58643</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=58643"/>
		<updated>2014-08-10T11:52:23Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Neural Feedback&#039;s base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Muscle Fiber Density Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|The &amp;quot;newest ally&amp;quot; referred to was likely to&#039;ve been called &amp;quot;Annette&amp;quot;. Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang&#039;s Rising Dragon, except for &amp;quot;Annette&amp;quot; to be the Volunteer, specifically.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]] &lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=57300</id>
		<title>Ruleset Reference (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ruleset_Reference_(OpenXcom)&amp;diff=57300"/>
		<updated>2014-06-18T13:29:25Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: case sensitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A reference of all the customizable values of everything in a [[Rulesets (OpenXcom)|ruleset]]. Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
* All paths are &#039;&#039;&#039;case sensitive&#039;&#039;&#039;! If your ruleset uses external files, make sure that they named properly as described in ruleset.&lt;br /&gt;
&lt;br /&gt;
Items are ordered as they come in the ruleset. To override this, you can specify a &#039;&#039;listOrder&#039;&#039;. You can find the default listOrders in [[Ruleset List Order (OpenXcom)|Ruleset List Order]].&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| List of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
modders: the corresponding extrasprite file id for BASEBITS.PCK is sprite+33 INTICON.PCK contains a minimized icon id=sprite the file id for the dogfight image is sprite+11&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
modders: the corresponding extrasprites file id for INTICON.PCK is sprite+5 and sprite+48 for BASEBITS.PCK&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent depending on their &#039;&#039;&#039;clipSize&#039;&#039;&#039;. If the &#039;&#039;&#039;clipSize&#039;&#039;&#039; of the specified ammo is 0, no &#039;&#039;&#039;clip&#039;&#039;&#039;s are spent. &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
modders: each handobject needs 8 images (8 directions) define the extrasprites accordingly&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
for modders: the bulletsprite needs to be put into the extraSprites type &amp;quot;Projectiles&amp;quot; the bulletsprite can contain up to 35 3x3 images&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] and therefore meleeAnimation instead.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strengthApplied&#039;&#039;&#039;&lt;br /&gt;
| Add the attacking unit&#039;s strength to this weapon&#039;s damage.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; A damage type other than 0-9 will only affect terrain, units will ignore it.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Psi-Amp]]&lt;br /&gt;
* 10 - [[Electro-flare]]&lt;br /&gt;
* 11 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? (incurs an accuracy penalty if used with both hands occupied)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]]). Can also be used to make ammo items use the waypoint system.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type (actual &#039;&#039;&#039;blastRadius&#039;&#039;&#039; currently is capped due [[Explosions#Playing_With_Fire|Explosion calculations]]).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| If true, then TU costs for this weapon are a flat rate (instead of a percentage of unit TUs).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aimRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with this weapon before which range-based dropoff occurs.&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;snapRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with snap shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum effective range with auto shot before which range-based dropoff occurs. (ufoextender accuracy only)&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minRange&#039;&#039;&#039;&lt;br /&gt;
| Range-based dropoff will work in reverse for ranges below this.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dropoff&#039;&#039;&#039;&lt;br /&gt;
| The value by which the accuracy lowers for each tile after (or before) the thresholds above.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shotgunPellets&#039;&#039;&#039;&lt;br /&gt;
| Number of projectiles fired per unit of ammunition. (note: due to engine limitations it is currently impossible to draw multiple projectiles in flight.)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| none&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon attacks a target with melee.&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeHitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon HITS a target with melee.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleeAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from HIT.PCK played when this weapon attacks a target with melee.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;meleePower&#039;&#039;&#039;&lt;br /&gt;
| Damage this weapon will do when using melee. This only applies to Firearms, and is only available as stun damage. For normal melee weapons, use regular power and damage types.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOSRequired&#039;&#039;&#039;&lt;br /&gt;
| Does this item require line of sight? (only applies to mind probes and psi-amps)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skillApplied&#039;&#039;&#039;&lt;br /&gt;
| Is melee skill applied to the accuracy of an attack made with this object?&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
don&#039;t try to add more images if you don&#039;t want to punch yourself in the face - use modsprite&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;modSprite&#039;&#039;&#039;&lt;br /&gt;
| Filename used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilians&#039;&#039;&#039;&lt;br /&gt;
| Amount of civilians to deploy.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-|-&lt;br /&gt;
| &#039;&#039;&#039;civilianTypes&#039;&#039;&#039;&lt;br /&gt;
| List of units to use as civilians for this mission.&lt;br /&gt;
| [MALE_CIVILIAN, FEMALE_CIVILIAN]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;frequency&#039;&#039;&#039; defines the odds of the map appearing on the map&lt;br /&gt;
** The value assigned (default: 1) is used in &#039;&#039;x/n&#039;&#039;, which defines the probability of being chosen.&lt;br /&gt;
** &#039;&#039;x&#039;&#039; is the integer defined for the map block&#039;s frequency and &#039;&#039;n&#039;&#039; is the combined total of probabilities for all the map types combined.&lt;br /&gt;
*&#039;&#039;&#039;maxCount&#039;&#039;&#039; is the maximum number of times it can be used.&lt;br /&gt;
** The value assigned is also used in &#039;&#039;x/n&#039;&#039; to determine the probability of being chosen. &lt;br /&gt;
** Each use reduces &#039;&#039;x&#039;&#039; by -1, with the caveat that being used as a Landing Zone type will not reduce the x value since it could result in no available Landing Zones.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseBattle&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the corpse [[#Items|items]] generated when a unit wearing this armor is killed (one per unit tile) on the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseGeo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] associated with this unit on the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]] for equipping.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| Physical weight of the armor when worn&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| like soldier stats (see below) but these are treated as stat bonuses for wearing the specific armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]], [[Muton]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
it also defines the body of an tank (32-images) in your spriteSheet or the change in sprites while flying using a flying armour see: [[TANKS.PCK]], [[XCOM_2.PCK]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftemps&#039;&#039;&#039;&lt;br /&gt;
| loftemps is a deprecated option that only works for 1x1 sized units. &lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]]&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;retaliation&#039;&#039;&#039;&lt;br /&gt;
| retaliation enables/disables the race for retaliation missions.&lt;br /&gt;
| &#039;&#039;True&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrains&#039;&#039;&#039;&lt;br /&gt;
| list of string IDs of the [[#Terrains|terrain]] to choose from to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (beginner).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (superhuman).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum Desired Quantity of aliens to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;producedItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] produced per each item consumed. If not specified, defaults to 1 item with the same string ID as the manufacture.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive?&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND2.CAT&#039;&#039; or &#039;&#039;SAMPLE.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: en-US&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: en-GB&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: de&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: ru&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
&lt;br /&gt;
=== StatStrings ===&lt;br /&gt;
&lt;br /&gt;
[[Statstrings]] are used for automatically renaming soldiers.  They are case sensitive and they are processed in the order in which they are specified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;string&#039;&#039;&#039;&lt;br /&gt;
| String to add to name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;psiSkill&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;bravery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;strength&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;firing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;reactions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;stamina&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;tu&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;health&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;throwing&#039;&#039;&#039;&lt;br /&gt;
| One or more stat ranges are ANDed together for success. Each range has a minVal and maxVal. Use YAML standard tilde (~) to indicate null.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  statStrings:&lt;br /&gt;
  - string: &amp;quot;x&amp;quot;&lt;br /&gt;
    psiStrength: [~, 30]&lt;br /&gt;
  - string: &amp;quot;P&amp;quot;&lt;br /&gt;
    psiStrength: [80, ~]&lt;br /&gt;
  - string: &amp;quot;p&amp;quot;&lt;br /&gt;
    psiStrength: [60, 79]&lt;br /&gt;
  - string: &amp;quot;K&amp;quot;&lt;br /&gt;
    psiSkill: [60, ~]&lt;br /&gt;
  - string: &amp;quot;k&amp;quot;&lt;br /&gt;
    psiSkill: [30, 59]&lt;br /&gt;
  - string: &amp;quot;b&amp;quot;&lt;br /&gt;
    bravery: [60, ~]&lt;br /&gt;
  - string: &amp;quot;c&amp;quot;&lt;br /&gt;
    bravery: [~, 10]&lt;br /&gt;
  - string: &amp;quot;w&amp;quot;&lt;br /&gt;
    strength: [~, 25]&lt;br /&gt;
  - string: &amp;quot;Snpr&amp;quot;&lt;br /&gt;
    firing: [60, ~]&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;M&amp;quot;&lt;br /&gt;
    firing: [70, ~]&lt;br /&gt;
  - string: &amp;quot;m&amp;quot;&lt;br /&gt;
    firing: [60, 69]&lt;br /&gt;
  - string: &amp;quot;Sct&amp;quot;&lt;br /&gt;
    reactions: [50, ~]&lt;br /&gt;
    tu: [60, ~]&lt;br /&gt;
  - string: &amp;quot;R&amp;quot;&lt;br /&gt;
    reactions: [60, ~]&lt;br /&gt;
  - string: &amp;quot;r&amp;quot;&lt;br /&gt;
    reactions: [50, 59]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57188</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57188"/>
		<updated>2014-06-14T08:20:39Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Basescape Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
[[File:OpenXcom - Base layout.png|thumb|Default base layout]]&lt;br /&gt;
&lt;br /&gt;
After pressing &#039;&#039;Bases&#039;&#039; in Geoscape screen you&#039;ll will get to Basescape screen.&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your interceptors. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57185</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57185"/>
		<updated>2014-06-14T08:14:33Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Basescape Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
[[File:OpenXcom - Base layout.png|thumb|Default base layout]]&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your interceptors. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_Base_layout.png&amp;diff=57184</id>
		<title>File:OpenXcom - Base layout.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_Base_layout.png&amp;diff=57184"/>
		<updated>2014-06-14T08:13:14Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57183</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=57183"/>
		<updated>2014-06-14T07:52:42Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* Base Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
[[File:OpenXcom - placing first base.png|thumb|Placing your first base]]&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your interceptors. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_placing_first_base.png&amp;diff=57182</id>
		<title>File:OpenXcom - placing first base.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_placing_first_base.png&amp;diff=57182"/>
		<updated>2014-06-14T07:48:31Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=57181</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=57181"/>
		<updated>2014-06-14T07:46:03Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;OpenXcom 1.0 Released!&amp;lt;/span&amp;gt;====&lt;br /&gt;
[[File:OpenXcom - main screen.png|240px|thumb|OpenXcom 1.0]]&lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by Supsuper and a bunch of X-COM enthusiasts. For more details about Openxcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Jullian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_main_screen.png&amp;diff=57180</id>
		<title>File:OpenXcom - main screen.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_main_screen.png&amp;diff=57180"/>
		<updated>2014-06-14T07:43:42Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: Winterheart uploaded a new version of &amp;amp;quot;File:OpenXcom - main screen.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_main_screen.png&amp;diff=57179</id>
		<title>File:OpenXcom - main screen.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OpenXcom_-_main_screen.png&amp;diff=57179"/>
		<updated>2014-06-14T07:41:21Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=57178</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=57178"/>
		<updated>2014-06-14T07:36:46Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: /* OpenXcom 1.0 Released! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[image:XCOM squad.jpg|thumb|300px|XCOM: Enemy Unknown on Linux]]&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;OpenXcom 1.0 Released!&amp;lt;/span&amp;gt;====&lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by Supsuper and a bunch of X-COM enthusiasts. For more details about Openxcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Jullian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=56736</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=56736"/>
		<updated>2014-06-04T06:43:00Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your [[Difficulty Levels|difficulty]], choose &#039;&#039;Beginner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of [[Country Funding (EU)|funding]] so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like. &lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;&#039;custom base layout&#039;&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game [[UFOpaedia|encyclopedia]] that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;br /&gt;
&lt;br /&gt;
==Basescape Intro==&lt;br /&gt;
&lt;br /&gt;
=== Aircrafts ===&lt;br /&gt;
&lt;br /&gt;
=== Research &amp;amp; Development ===&lt;br /&gt;
&lt;br /&gt;
==Time management==&lt;br /&gt;
&lt;br /&gt;
==UFO on sight!==&lt;br /&gt;
&lt;br /&gt;
After some time of observation your radars will spot an UFO. You&#039;ll need bring down this aircraft with your interceptors. &amp;lt;!-- some screenshots and &amp;quot;click that and press these&amp;quot; --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
When UFO shot down and crashed on the ground, send your [[Skyranger]] with troops to crash site.&lt;br /&gt;
&lt;br /&gt;
==Your First Mission==&lt;br /&gt;
===Meet the team===&lt;br /&gt;
==Battlescape Intro==&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=56735</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=56735"/>
		<updated>2014-06-04T06:11:54Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Long War Assault is similar to the vanilla Assault. Their signature ability is Run &amp;amp; Gun, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=56734</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=56734"/>
		<updated>2014-06-04T06:11:43Z</updated>

		<summary type="html">&lt;p&gt;Winterheart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Winterheart</name></author>
	</entry>
</feed>