<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zarn</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zarn"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Zarn"/>
	<updated>2026-05-01T06:53:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:SuperMen.zip&amp;diff=33894</id>
		<title>File:SuperMen.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:SuperMen.zip&amp;diff=33894"/>
		<updated>2011-06-28T15:58:10Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a straight forward soldiers stats maximizer cheat for XCOM1. Unlike other stats editors, it does not screw up the Throw Range and Energy stats.&lt;br /&gt;
It works with both the old DOS version and the windows version.&lt;br /&gt;
Installation: Unzip to the xcom directory.&lt;br /&gt;
Usage:&lt;br /&gt;
to max out all stats on all save files enter at the command prompt &#039;&#039;&#039;SUPERMEN A&#039;&#039;&#039;&lt;br /&gt;
to max out a single save enter at the command prompt &#039;&#039;&#039;SUPERMEN [save file number from 1 to 10]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Supermen_report_screen.gif&amp;diff=33881</id>
		<title>File:Supermen report screen.gif</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Supermen_report_screen.gif&amp;diff=33881"/>
		<updated>2011-06-28T01:14:59Z</updated>

		<summary type="html">&lt;p&gt;Zarn: uploaded a new version of &amp;amp;quot;File:Supermen report screen.gif&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supermen&amp;diff=33880</id>
		<title>Supermen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supermen&amp;diff=33880"/>
		<updated>2011-06-28T01:09:22Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Installing and using Supermen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SuperMen soldiers stats cheat utility==&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip &#039;&#039;&#039;SuperMen&#039;&#039;&#039;] is not a true editor. It does only one thing, in which it excels: It turns the normal, human, cannon-fodder combatants to a bunch of supermen. This turns the game to a walkthrough, even at the &amp;quot;Superhuman&amp;quot; difficulty setting.&lt;br /&gt;
Basically, it is good for two things:&lt;br /&gt;
1. It is a very good way to learn stuff like [[Spawn Points|spawn points]], as your soldiers can get from one end of the battle map to the other in a single turn.&lt;br /&gt;
2. It was originally created to prevent the heartache of players that actually regard their virtual soldiers as real humans, and then saw them go out one by one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen stats.gif]]&lt;br /&gt;
&lt;br /&gt;
Using supermen loosing a battle become quite difficult. You may loose a soldier here and there through carelessness, but any remotely feasible tactic would result in a perfect mission score:&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen mission result.gif]]&lt;br /&gt;
&lt;br /&gt;
==Installing and using Supermen==&lt;br /&gt;
Like many DOS utilities, SuperMen does not require actual installation, but it requires to be launched from the XCOM directory. Copy the file to the game folder and that&#039;s all.&lt;br /&gt;
Once the &amp;quot;editor&amp;quot; is &amp;quot;installed&amp;quot; you use it by opening a command prompt and entering SUPERMEN followed by the save game number. i.e. SUPERMEN 7 will enhance all the soldiers of save slot 7. There is no option to enhance a single soldier or selected soldiers. All you soldiers in all you bases will be enhanced.&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen report screen.gif]]&lt;br /&gt;
&lt;br /&gt;
You can also enhance ALL your save slots with a single command - enter SUPERMEN A and you&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
==Known bugs and weirdities==&lt;br /&gt;
If you play a long game (in game time. Say 9 months) and used SuperMen at it&#039;s beginning your soldier&#039;s stats may actually become negative due to training and experience. Since XCOM keeps the stats as signed integer a superman with 220 TUs may gain more 40 TUs through training, but with signed integer 220+40= -4.&lt;br /&gt;
This is easily mendable by saving the game and using SuperMen on the fresh save.&lt;br /&gt;
&lt;br /&gt;
SuperMen is actually hard-coded into the antivirus program Eset NOD32, as old versions (pre 2006) of the antivirus reported a false-positive. This issue has been cleared and NOD32 does not consider SuperMen a virus anymore.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:SuperMen.zip&amp;diff=33879</id>
		<title>File:SuperMen.zip</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:SuperMen.zip&amp;diff=33879"/>
		<updated>2011-06-28T01:04:44Z</updated>

		<summary type="html">&lt;p&gt;Zarn: uploaded a new version of &amp;amp;quot;File:SuperMen.zip&amp;amp;quot;: After but 16 years, here&amp;#039;s version 2. It features the optimum energy level, a command line switch &amp;#039;&amp;#039;&amp;#039;a&amp;#039;&amp;#039;&amp;#039; to enhance all saveslots (replacing the old &amp;#039;&amp;#039;&amp;#039;superm.bat&amp;#039;&amp;#039;&amp;#039;) and even more eyehurt text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a straight forward soldiers stats maximizer cheat for XCOM1. Unlike other stats editors, it does not screw up the Throw Range and Energy stats.&lt;br /&gt;
It works with both the old DOS version and the windows version.&lt;br /&gt;
Installation: Unzip to the xcom directory.&lt;br /&gt;
Usage:&lt;br /&gt;
to max out all stats on all save files use the batch file by entering at the command prompt SUPERM&lt;br /&gt;
to max out a single save enter at the command prompt SUPERMEN [save file number from 1 to 10]&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Energy&amp;diff=33878</id>
		<title>Energy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Energy&amp;diff=33878"/>
		<updated>2011-06-28T01:00:12Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Energy, or Stamina, refers to your soldier&#039;s abiity to sustain intense movement over several turns. Energy is &amp;lt;b&amp;gt;only&amp;lt;/b&amp;gt; spent when a soldier &amp;lt;b&amp;gt;walks&amp;lt;/b&amp;gt; (or flies, if wearing a [[Flying Suit]]). No other action uses energy (not even changing elevation, on a lift or in a flying suit).  More energy and time units are spent depending on the difficulty of the terrain traversed.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 40 and 70.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
Energy points are awarded (at end of mission) any time you perform at least one [[Experience#How_Experience_Points_Are_Applied|primary action]]. Just one action is enough - additional ones do not cause more TU points to be awarded.&lt;br /&gt;
&lt;br /&gt;
The possible points earned are dependent on your current Energy. At recruit minimum (40 Energy), an average of 4.0 points are earned. This slopes evenly down to where, at cap minus one (99), an average of 1.0 points are earned (range 0-2).&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
A soldier&#039;s Energy [[Experience#Regarding_Caps|caps]] at 100, but it is possible to &#039;overflow&#039; the cap by one point on the last combat when you go over the cap. On average, you have a 33% chance of getting capped at 101 instead of 100. Once at 100+, all Energy/Stamina improvements cease.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
For X-COM soldiers, Energy Units (EUs) are used at half the rate of [[Time Units]]. The actual formula relies on [[UNITREF.DAT|unitref.dat]] offset [45]:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Energy Used = INT( TUs_Used / 2&amp;lt;sup&amp;gt;unitref[45]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 All X-COM units have a unitref[45]=1. &lt;br /&gt;
 Crossing a standard tile to an adjacent one uses 4 TUs.&lt;br /&gt;
 This means that they will use INT(4 / 2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) = 2 EUs.&lt;br /&gt;
&lt;br /&gt;
Aliens can have different values for unitref[45]. Many appear to have 0, which means they use a 1:1 ratio of Energy to TUs. Such aliens even need 1 EU to turn one facing (a 1 TU action), unlike XCOM soldiers. A few have been seen to have values of 2 or higher. With a value of 2, they don&#039;t use energy when walking to adjacent tiles, only diagonally. Values of 3+ result in little or no Energy usage; 4+ (2&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;=16) will make even the most TU-expensive tiles ([[Time Units#Time_Unit_Walking_Usage_Tables|12 TUs]]) cost 0 energy.&lt;br /&gt;
&lt;br /&gt;
==Fatal Wounds==&lt;br /&gt;
Each fatal wound to the body reduces the soldier&#039;s energy by 10%.&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
A soldier&#039;s ability to recover energy is determined by the soldier&#039;s &amp;lt;b&amp;gt;Initial &amp;lt;/b&amp;gt;[[Time Units]]. Thus, their raw recruit TU value dictates this throughout their career. You can see initial TUs on the Soldier tab (Strategic view) as the darker part of the TU bar.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Energy Recovery = INT(Initial TUs/3)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier starts with an initial value of 60 TUs, they will recover 20 EUs per turn.&lt;br /&gt;
 &lt;br /&gt;
{| border =&amp;quot;1&amp;quot; cellpadding = &amp;quot;3&amp;quot; cellspacing = &amp;quot;0&amp;quot; style= &amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|+ Energy Recovery Chart&lt;br /&gt;
! Time Units !! Energy Recovery&lt;br /&gt;
|-  &lt;br /&gt;
| 50&lt;br /&gt;
| 16 &lt;br /&gt;
|-&lt;br /&gt;
| 51 &amp;amp;rarr; 53&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 54 &amp;amp;rarr; 56&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 57 &amp;amp;rarr; 59&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Energy can also be recovered by way of stimulants from a [[Medi-Kit]].&lt;br /&gt;
&lt;br /&gt;
==Weirdities==&lt;br /&gt;
The stamina/energy stat displays erratic behavior in battles if pumped up far beyond the cap value, by using a [[game editors|cheat/editor]]. &lt;br /&gt;
&lt;br /&gt;
Up to 179 (including) all is well. But if the stamina is set to 180 the soldier will start with &#039;&#039;&#039;zero&#039;&#039;&#039; energy and will be unable to move.&lt;br /&gt;
&lt;br /&gt;
Each turn the energy level will fill up (providing the soldier didn&#039;t move around too much) but when reaching the infamous &#039;signed short integer&#039; barrier at 255 it will drop back all the way to zero again. &lt;br /&gt;
&lt;br /&gt;
Going beyond initial 180 stamina maintains this behavior, except that instead starting with 0 energy the soldier will start with (Stamina - 180). &lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t matter how the too-high stamina is formed - either the original stat pumped up, or the improvement stamina or combination of both. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Time Units]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Explosions_(UFO2000)&amp;diff=23109</id>
		<title>Explosions (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Explosions_(UFO2000)&amp;diff=23109"/>
		<updated>2009-10-16T18:57:26Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Information from &amp;quot;Unit Editor&amp;quot; screen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Information from &amp;quot;[[Unit Editor (UFO2000)|Unit Editor]]&amp;quot; screen =&lt;br /&gt;
One can reach the unit editor from the [[Mission planner|Mission planner]] by holding CTRL and clicking on soldier&#039;s name.&lt;br /&gt;
&lt;br /&gt;
== Blast range ==&lt;br /&gt;
For example, fragmentation grenade.&lt;br /&gt;
It has &amp;quot;Blast range = 3&amp;quot;. It means, that the blast radius is 3 tiles including the central tile. The blast diameter will be 5 = (3 + 3 - 1) tiles.&lt;br /&gt;
&lt;br /&gt;
= Information from the source code =&lt;br /&gt;
File named &amp;quot;explo.cpp&amp;quot; contains code for explosion processing.&lt;br /&gt;
&lt;br /&gt;
== In short ==&lt;br /&gt;
* items have health and are damaged only with explosions, &lt;br /&gt;
* item health is viewable by pressing LEFT ALT in inventory screen,&lt;br /&gt;
* item health does not affect its efficiency, &lt;br /&gt;
* only prime-able items detonate upon destruction, &lt;br /&gt;
* items&#039; location on a soldier affects damage reduction (soldier&#039;s armour does not matter).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Carrying places ==&lt;br /&gt;
&lt;br /&gt;
Back pack is the safest place to carry items (only 17% damage penetrate it). Items in hands suffer 30% of damage. Items on the ground of level one suffer 100% of damage. Items lying on the ground on any other level suffer zero % of damage due to bug.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=23010</id>
		<title>Elerium-115</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Elerium-115&amp;diff=23010"/>
		<updated>2009-10-10T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Obtaining Elerium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elerium, otherwise known as element 115, is the energy source for all alien technologies. Mined from reserves near [[Cydonia]], it has a variety of uses. However, it cannot be found on Earth.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS56.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*Sell Price: $5000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining Elerium ==&lt;br /&gt;
Elerium cannot be synthesized on Earth; it can only be obtained from [[UFO Assault]]s or [[Alien Base Assault]]s. Elerium is housed within [[UFO Power Source]]s, and is very fragile. If upon starting a UFO assault you find a UFO Power Source to have been destroyed (as a result of a crash landing), its Elerium will surely have been destroyed as well. Be careful about using explosives near intact UFO Power sources, as the Elerium within is easily toasted!&lt;br /&gt;
&lt;br /&gt;
At the end of a successful mission, any Elerium contained within intact UFO Power Sources will be automatically collected and returned to your base. If for some reason you need to end a mission prematurely, you can still collect Elerium by hand, by shooting open a UFO Power Source (generally with a plasma weapon). For more on securing Elerium in this way, see UFO Power Sources.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most efficient way to gain a stock of Elerium is to find an Alien Base and attack the [[Supply ship|Supply Ships]] as they land nearby. Leave the base intact to attract more supply ships, as the Elerium is worth more than the score penalty (150 units per intact Supply Ship). See details [[Supply ship smash and grab|here]]. &lt;br /&gt;
&lt;br /&gt;
UFO Power Sources can also be found in &#039;&#039;some&#039;&#039; Alien Bases, if they have a particular base &amp;quot;module&amp;quot;. You can raid such a base without having to win the mission, and have a soldier carry the Elerium back to the entry lift and then abort (see [[Alien Base Assault#Smash And Grab]] for more details). Attacking the base&#039;s Supply Ships is likely to be a safer and more reliable source of Elerium, however; see [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
On the map, Elerium appears as a purple ball (the same graphic as a [[Stun Bomb]] on the ground). This object is worth 50 points of Elerium. During [[Base Defense]], some of your own Elerium from stores may appear on the battlescape. This is a Good Thing&amp;amp;trade; if you win the mission, as each unit is represented as a pod and can be recovered for &#039;&#039;fifty&#039;&#039; units. This is probably a bug and appears to be absent from the Collector&#039;s Edition.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Don&#039;t sell Elerium.  Although you do have the option to do so, this is to be discouraged. It is used to fuel the [[Firestorm]], the [[Lightning]], and the [[Avenger]]. It is also used, in varying amounts, to [[manufacture]] most [[Alien Artefacts]], [[Flying Suit]]s, and various other technologies. Given that you can only obtain Elerium in the battlefield, selling it is not a good idea. Furthermore, the market price is a real rip-off, it will only fetch you $5,000 per unit.  Consider that the highly abundant Alien Alloys are worth $6500 each. Furthermore, which would you rather have, 1 Blaster Bomb or $15,000? 1 Stun Bomb or $5000?&lt;br /&gt;
&lt;br /&gt;
== Elerium in reality ==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Ununpentium Ununpentium], the temporary name for synthesized element 115, was only created briefly in atomic laboratories in 2004 and is not the subject of much research. However UFO &#039;researcher&#039; [http://en.wikipedia.org/wiki/Bob_Lazar Robert Lazar] made several [http://www.beyondweird.com/element115.html claims] about E-115 in the 1980&#039;s. For example, it would be the only element that had a gravitational field extending past it&#039;s own atomic &#039;shell&#039;. This deviance from the normal rule would be so significant that perhaps the technologies seen in the [[X-Com series]] could become a reality - anti-gravity devices used for both flight and particle acceleration.&lt;br /&gt;
&lt;br /&gt;
== How much Elerium is “1 Elerium“? ==&lt;br /&gt;
Since some information about the physical laws that rule Elerium-related technology is given in the game this question can be answered to some extent. To fit Elerium into the laws of physics, some basic facts have to be “chosen”. The only way to equal an amount of Elerium to an amount of power is to calculate the power needed by Elerium-propelled crafts. I chose the “Avenger” for this calculation. Since it is the most advanced craft built by X-Com we can assume it has maximum efficiency, which eases the maths a bit.&lt;br /&gt;
&lt;br /&gt;
I also assumed that the weight of the Elerium item that can be picked up in combat (3 weight units) can not be used to deduct the actual mass of Elerium in this item. &lt;br /&gt;
&lt;br /&gt;
First we have to find the “Avenger”s maximum speed in SI units.&lt;br /&gt;
&lt;br /&gt;
r * f / t = v&lt;br /&gt;
&lt;br /&gt;
With r as range (54000 nautical miles), t as time that the craft needs for that range (10 hours) and f as factor translating nautical miles into kilometres (1.852) the maximum speed v is almost exactly 10,000 km/h.&lt;br /&gt;
&lt;br /&gt;
The required power for maintaining this speed can be deducted solely from atmospheric drag.&lt;br /&gt;
&lt;br /&gt;
F = v^2 * RHO * A * C_d /2&lt;br /&gt;
&lt;br /&gt;
P = F*r&lt;br /&gt;
&lt;br /&gt;
With v as velocity (10,000 km/h), RHO as density of atmosphere (see below), A as area where the drag applies to the craft (for the “Avenger” this would be roughly estimated 20 m^2), C_d as drag coefficient (since the “Avenger” should be constructed quite well I estimated 0.3) and r as range in kilometres (100000), F is the force applied by atmospheric resistance and P the total power over total range that is used to overcome this resistance.&lt;br /&gt;
&lt;br /&gt;
I took 5000 ft. as average flight height to estimate the atmospheric density. This means that RHO roughly equals 0.85.&lt;br /&gt;
&lt;br /&gt;
The velocity has to be [m/s] and the range has to be [m] to fit for the following formulas.&lt;br /&gt;
&lt;br /&gt;
Therefore follows: F = 1.968 * 10^7 kN and P = F * 10^9  = 1.968 * 10 ^16 kNm&lt;br /&gt;
&lt;br /&gt;
Now we take that keeping the craft at max speed only uses 75% of required energy per mission, since combat situations as well as turning,  starting and landing (overcoming inertia) use extra power. Now we use Einsteins most popular formula to calculate the required mass from our power requirements:&lt;br /&gt;
&lt;br /&gt;
1,968 * 10^16 / 0.75 = m´ * c^2&lt;br /&gt;
&lt;br /&gt;
Therefore follows: m´ = 291.555 g&lt;br /&gt;
&lt;br /&gt;
Taking into account that “only” 99% of mass is converted into energy:&lt;br /&gt;
&lt;br /&gt;
m = 291.555 / 0.99 = 294.5 grams , which is the mass carrying the “Avenger” for 100.000 kilometres!&lt;br /&gt;
&lt;br /&gt;
Since an “Avenger” is fuelled with 12 units of Elerium, one unit weights roughly 25 grams, which means one UFO power source carries about 1.25 kilogram of Elerium. This also means that the explosions of UFO Power Sources after crashing are BY FAR too small. An explosion in which less than 0.1% (around 1 gram) of the contained Elerium is transformed into energy would have twice the explosive force of the Hiroshima atomic bomb. Using this model, shooting down a terror ship with 4 power sources destroyed would explode with a force of almost 90 kilotons, enough to completely destroy a small city. And keep in mind: an alien grenade contains 25 grams of Elerium, which using the same assumed conversion rate, gives it a explosive force 36 times that of a MOAB &#039;Super Bomb&#039;.&lt;br /&gt;
&lt;br /&gt;
: This has a pretty obvious explanation. Elerium, by itself, is relatively inert. It appears to be completely stable under almost any circumstances, does not radioactively decompose, and is non-explosive. Obviously, the 99% energy mass conversion ONLY applies under ideal situations, such as during the normal running of a functioning Power Source. It is rather naive to suppose that the mere process of blowing something up will cause it to release all its potential energy. (A herd of horses is capable of performing a LOT of work, but strangely enough, shooting them or blowing them up releases almost no energy at all).&lt;br /&gt;
&lt;br /&gt;
==Do not confuse with ==&lt;br /&gt;
[[Elirium]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: UFO Components]]&lt;br /&gt;
[[Category:Research]]&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23009</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23009"/>
		<updated>2009-10-10T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. Most of the rare spawn points are not yet known, but it may be that the game engine uses spawn points designed for civilians, as some of the &amp;quot;rare&amp;quot; spawn points are clearly identical to very frequent civilians initial placement.&lt;br /&gt;
&lt;br /&gt;
One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building with no obvious pattern.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you get there too late - that is, the 3rd turn or afterwords.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chryssalids inside, oops.png]]&lt;br /&gt;
&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=23008</id>
		<title>Talk:Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=23008"/>
		<updated>2009-10-10T17:02:55Z</updated>

		<summary type="html">&lt;p&gt;Zarn: New section: The article, as is, pretty much sums up what I know about spawn points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, however, that unseen aliens block line of sight to themselves.  You may have better luck with targeting explosives nearby (still unseen but line of sight not obstructed). -- [[User:Zaimoni|Zaimoni]], 13:52 Sept. 7 2009 CDT&lt;br /&gt;
:I didn&#039;t get it. [[User:Zarn|Zarn]] 17:28, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Block line of fire to themselves&amp;quot; is clearer, yes.  Cf. [[Talk:Line_of_sight|Talk:Line of sight]] for very minimal review of targeting aliens beyond range 20 without spotting them. -- [[User:Zaimoni|Zaimoni]], 19:54 Sept. 8 2009 CDT&lt;br /&gt;
&lt;br /&gt;
::: If I get it right, you mean that s soldier can not shoot an alien beyond the 20 tile boundry? At least in the version I play this is not the case. I frequently use snipers that shoot from one edge of the map to the other. We talk about aliens seen by oy some other soldiers, right? [[User:Zarn|Zarn]] 14:20, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m talking about aliens you &amp;lt;b&amp;gt;don&#039;t&amp;lt;/b&amp;gt; have spotted by any soldiers at all (the most useful ones to blindly target spawn points for).&lt;br /&gt;
&lt;br /&gt;
:::: As you mentioned, once an alien is spotted by one soldier it&#039;s a fair target. -- [[User:Zaimoni|Zaimoni]], 20:43 Sept. 9 2009 CDT&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t know that, but then again I&#039;m not one to use such dirty exploits anyway :p [[User:Magic9mushroom|Magic9mushroom]] 22:00, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just so you remember, the gas jumps create an enormous smokescreen which will cover the whole gas station when they explode. This is a double-egded sword type of deal, keeping aliens from seeing you and vice versa. You should already know about [[Smoke Grenade|Smoke Grenade]], but there&#039;s the link just in case. [[User:Muton commander|Muton commander]]&lt;br /&gt;
:Yes, I am well aware of that. I usually try to sneak through that back door and peek through the gas store windows. They rarely look that way. [[User:Zarn|Zarn]] 14:20, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The article, as is, pretty much sums up what I know about spawn points ==&lt;br /&gt;
&lt;br /&gt;
that can be of use. I am removing the &amp;quot;under costruction&amp;quot; note. [[User:Zarn|Zarn]] 13:02, 10 October 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23007</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23007"/>
		<updated>2009-10-10T16:57:41Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Overcrowding spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. Most of the rare spawn points are not yet known, but it may be that the game engine uses spawn points designed for civilians, as some of the &amp;quot;rare&amp;quot; spawn points are clearly identical to very frequent civilians initial placement.&lt;br /&gt;
&lt;br /&gt;
One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building with no obvious pattern.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you get there too late - that is, the 3rd turn or afterwords.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chryssalids inside, oops.png]]&lt;br /&gt;
&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23006</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23006"/>
		<updated>2009-10-10T16:55:51Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Overcrowding spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. Most of the rare spawn points are not yet known, but it may be that the game engine uses spawn points designed for civilians, as some of the &amp;quot;rare&amp;quot; spawn points are clearly identical to very frequent civilians initial placement.&lt;br /&gt;
&lt;br /&gt;
One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building with no obvious pattern.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there too late - in the 3rd turn or afterwords.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chryssalids inside, oops.png]]&lt;br /&gt;
&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Chryssalids_inside,_oops.png&amp;diff=23005</id>
		<title>File:Chryssalids inside, oops.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Chryssalids_inside,_oops.png&amp;diff=23005"/>
		<updated>2009-10-10T16:54:57Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23004</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=23004"/>
		<updated>2009-10-10T16:46:55Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Overcrowding spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. Most of the rare spawn points are not yet known, but it may be that the game engine uses spawn points designed for civilians, as some of the &amp;quot;rare&amp;quot; spawn points are clearly identical to very frequent civilians initial placement.&lt;br /&gt;
&lt;br /&gt;
One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building with no obvious pattern.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there too late - in the 3rd turn or afterwords.&lt;br /&gt;
&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Battlescape_overview&amp;diff=23002</id>
		<title>Talk:Battlescape overview</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Battlescape_overview&amp;diff=23002"/>
		<updated>2009-10-10T06:17:04Z</updated>

		<summary type="html">&lt;p&gt;Zarn: New page: I doubt this article necessary. It is effectively a duplicate of Battlescape#Battlescape Screen with an explanation of TUs reserved for kneeling. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I doubt this article necessary. It is effectively a duplicate of [[Battlescape#Battlescape Screen]] with an explanation of TUs reserved for kneeling. [[User:Zarn|Zarn]] 02:17, 10 October 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22997</id>
		<title>Aimed, Snap, or Auto?</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22997"/>
		<updated>2009-10-10T00:17:00Z</updated>

		<summary type="html">&lt;p&gt;Zarn: Inner linking 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom greatly favours &amp;quot;spray and pray&amp;quot; tactics... Auto shot is more likely to hit the target, per [[Time Units|TU]], than any other firing mode. In fact, even discounting TU, 10 auto-shots will on average score more hits than 10 aimed shots. Snap Shot is gives more hits than Aimed in terms of TU, but of course is less accurate per shot fired.&lt;br /&gt;
&lt;br /&gt;
Auto Shot is also the most useful for [[Destroying Terrain|destroying cover and obstacles]]. If the aliens keep ducking back behind a wall or corner, auto shot it! (works better on non alien or Xcom walls, lasers or better needed)&lt;br /&gt;
&lt;br /&gt;
In target rich environments, auto shot will occasionally kill several aliens at once... even ones you were not aware of!&lt;br /&gt;
&lt;br /&gt;
Autoshots also benefit from uninterrupted fire. Single shots are very likely to cause the enemy to make an [[Reaction Fire|attack of opportunity]] if the attacker loses the initiative after making the shot and it does not kill the target (assume the target has all the right conditions to make a reaction shot). Against the AI, single shots will alert AI controlled units and prompt them into making a reaction shot. With auto fire, the same will still happen, but only at the end of the three round burst - never in the middle of the sequence. &lt;br /&gt;
&lt;br /&gt;
Additionally, if the three rounds somehow causes the shooter to get killed, all three shots will still be fired even if the shooter is dead (chronologically).  &lt;br /&gt;
&lt;br /&gt;
So, why use any firing mode other than Auto?&lt;br /&gt;
&lt;br /&gt;
One reason is collateral damage. Your [[Scouting#Scout/Sniper Tactics |Snipers]] are usually way behind your [[Scouting|scouts]]... often, your scouts will within the firing path of your snipers! So, auto shot here is a good way to achieve friendly fire... making aimed shot suddenly a good choice.&lt;br /&gt;
&lt;br /&gt;
Aimed or snap shot is also crucial when AMMO is a concern. They become much more efficient attack modes with greater accuracy levels. ... Then again, Auto Shot ALSO becomes a much more efficient attack mode with greater accuracy levels.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22995</id>
		<title>Aimed, Snap, or Auto?</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22995"/>
		<updated>2009-10-10T00:13:27Z</updated>

		<summary type="html">&lt;p&gt;Zarn: Inner linking 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom greatly favours &amp;quot;spray and pray&amp;quot; tactics... Auto shot is more likely to hit the target, per [[Time Units|TU]], than any other firing mode. In fact, even discounting TU, 10 auto-shots will on average score more hits than 10 aimed shots. Snap Shot is gives more hits than Aimed in terms of TU, but of course is less accurate per shot fired.&lt;br /&gt;
&lt;br /&gt;
Auto Shot is also the most useful for [[Destroying Terrain|destroying cover and obstacles]]. If the aliens keep ducking back behind a wall or corner, auto shot it! (works better on non alien or Xcom walls, lasers or better needed)&lt;br /&gt;
&lt;br /&gt;
In target rich environments, auto shot will occasionally kill several aliens at once... even ones you were not aware of!&lt;br /&gt;
&lt;br /&gt;
Autoshots also benefit from uninterrupted fire. Single shots are very likely to cause the enemy to make an attack of opportunity if the attacker loses the initiative after making the shot and it does not kill the target (assume the target has all the right conditions to make a reaction shot). Against the AI, single shots will alert AI controlled units and prompt them into making a reaction shot. With auto fire, the same will still happen, but only at the end of the three round burst - never in the middle of the sequence. &lt;br /&gt;
&lt;br /&gt;
Additionally, if the three rounds somehow causes the shooter to get killed, all three shots will still be fired even if the shooter is dead (chronologically).  &lt;br /&gt;
&lt;br /&gt;
So, why use any firing mode other than Auto?&lt;br /&gt;
&lt;br /&gt;
One reason is collateral damage. Your [[Scouting#Scout/Sniper Tactics |Snipers]] are usually way behind your [[Scouting|scouts]]... often, your scouts will within the firing path of your snipers! So, auto shot here is a good way to achieve friendly fire... making aimed shot suddenly a good choice.&lt;br /&gt;
&lt;br /&gt;
Aimed or snap shot is also crucial when AMMO is a concern. They become much more efficient attack modes with greater accuracy levels. ... Then again, Auto Shot ALSO becomes a much more efficient attack mode with greater accuracy levels.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22994</id>
		<title>Aimed, Snap, or Auto?</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22994"/>
		<updated>2009-10-10T00:10:51Z</updated>

		<summary type="html">&lt;p&gt;Zarn: Inner linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom greatly favours &amp;quot;spray and pray&amp;quot; tactics... Auto shot is more likely to hit the target, per [[Time Units|TU]], than any other firing mode. In fact, even discounting TU, 10 auto-shots will on average score more hits than 10 aimed shots. Snap Shot is gives more hits than Aimed in terms of TU, but of course is less accurate per shot fired.&lt;br /&gt;
&lt;br /&gt;
Auto Shot is also the most useful for destroying cover and obstacles. If the aliens keep ducking back behind a wall or corner, auto shot it! (works better on non alien or Xcom walls, lasers or better needed)&lt;br /&gt;
&lt;br /&gt;
In target rich environments, auto shot will occasionally kill several aliens at once... even ones you were not aware of!&lt;br /&gt;
&lt;br /&gt;
Autoshots also benefit from uninterrupted fire. Single shots are very likely to cause the enemy to make an attack of opportunity if the attacker loses the initiative after making the shot and it does not kill the target (assume the target has all the right conditions to make a reaction shot). Against the AI, single shots will alert AI controlled units and prompt them into making a reaction shot. With auto fire, the same will still happen, but only at the end of the three round burst - never in the middle of the sequence. &lt;br /&gt;
&lt;br /&gt;
Additionally, if the three rounds somehow causes the shooter to get killed, all three shots will still be fired even if the shooter is dead (chronologically).  &lt;br /&gt;
&lt;br /&gt;
So, why use any firing mode other than Auto?&lt;br /&gt;
&lt;br /&gt;
One reason is collateral damage. Your [[Scouting#Scout/Sniper Tactics |Snipers]] are usually way behind your [[Scouting|scouts]]... often, your scouts will within the firing path of your snipers! So, auto shot here is a good way to achieve friendly fire... making aimed shot suddenly a good choice.&lt;br /&gt;
&lt;br /&gt;
Aimed or snap shot is also crucial when AMMO is a concern. They become much more efficient attack modes with greater accuracy levels. ... Then again, Auto Shot ALSO becomes a much more efficient attack mode with greater accuracy levels.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22993</id>
		<title>Aimed, Snap, or Auto?</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22993"/>
		<updated>2009-10-10T00:04:21Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom greatly favours &amp;quot;spray and pray&amp;quot; tactics... Auto shot is more likely to hit the target, per [[Time Units|TU]], than any other firing mode. In fact, even discounting TU, 10 auto-shots will on average score more hits than 10 aimed shots. Snap Shot is gives more hits than Aimed in terms of TU, but of course is less accurate per shot fired.&lt;br /&gt;
&lt;br /&gt;
Auto Shot is also the most useful for destroying cover and obstacles. If the aliens keep ducking back behind a wall or corner, auto shot it! (works better on non alien or Xcom walls, lasers or better needed)&lt;br /&gt;
&lt;br /&gt;
In target rich environments, auto shot will occasionally kill several aliens at once... even ones you were not aware of!&lt;br /&gt;
&lt;br /&gt;
Autoshots also benefit from uninterrupted fire. Single shots are very likely to cause the enemy to make an attack of opportunity if the attacker loses the initiative after making the shot and it does not kill the target (assume the target has all the right conditions to make a reaction shot). Against the AI, single shots will alert AI controlled units and prompt them into making a reaction shot. With auto fire, the same will still happen, but only at the end of the three round burst - never in the middle of the sequence. &lt;br /&gt;
&lt;br /&gt;
Additionally, if the three rounds somehow causes the shooter to get killed, all three shots will still be fired even if the shooter is dead (chronologically).  &lt;br /&gt;
&lt;br /&gt;
So, why use any firing mode other than Auto?&lt;br /&gt;
&lt;br /&gt;
One reason is collateral damage. Your Snipers are usually way behind your scouts... often, your scouts will within the firing path of your snipers! So, auto shot here is a good way to achieve friendly fire... making aimed shot suddenly a good choice.&lt;br /&gt;
&lt;br /&gt;
Aimed or snap shot is also crucial when AMMO is a concern. They become much more efficient attack modes with greater accuracy levels. ... Then again, Auto Shot ALSO becomes a much more efficient attack mode with greater accuracy levels.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22992</id>
		<title>Aimed, Snap, or Auto?</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aimed,_Snap,_or_Auto%3F&amp;diff=22992"/>
		<updated>2009-10-10T00:02:11Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom greatly favours &amp;quot;spray and pray&amp;quot; tactics... Auto shot is more likely to hit the target, per [Time Units|TU], than any other firing mode. In fact, even discounting TU, 10 auto-shots will on average score more hits than 10 aimed shots. Snap Shot is gives more hits than Aimed in terms of TU, but of course is less accurate per shot fired.&lt;br /&gt;
&lt;br /&gt;
Auto Shot is also the most useful for destroying cover and obstacles. If the aliens keep ducking back behind a wall or corner, auto shot it! (works better on non alien or Xcom walls, lasers or better needed)&lt;br /&gt;
&lt;br /&gt;
In target rich environments, auto shot will occasionally kill several aliens at once... even ones you were not aware of!&lt;br /&gt;
&lt;br /&gt;
Autoshots also benefit from uninterrupted fire. Single shots are very likely to cause the enemy to make an attack of opportunity if the attacker loses the initiative after making the shot and it does not kill the target (assume the target has all the right conditions to make a reaction shot). Against the AI, single shots will alert AI controlled units and prompt them into making a reaction shot. With auto fire, the same will still happen, but only at the end of the three round burst - never in the middle of the sequence. &lt;br /&gt;
&lt;br /&gt;
Additionally, if the three rounds somehow causes the shooter to get killed, all three shots will still be fired even if the shooter is dead (chronologically).  &lt;br /&gt;
&lt;br /&gt;
So, why use any firing mode other than Auto?&lt;br /&gt;
&lt;br /&gt;
One reason is collateral damage. Your Snipers are usually way behind your scouts... often, your scouts will within the firing path of your snipers! So, auto shot here is a good way to achieve friendly fire... making aimed shot suddenly a good choice.&lt;br /&gt;
&lt;br /&gt;
Aimed or snap shot is also crucial when AMMO is a concern. They become much more efficient attack modes with greater accuracy levels. ... Then again, Auto Shot ALSO becomes a much more efficient attack mode with greater accuracy levels.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supermen&amp;diff=22795</id>
		<title>Supermen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supermen&amp;diff=22795"/>
		<updated>2009-09-15T09:41:59Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SuperMen soldiers stats cheat utility==&lt;br /&gt;
[http://www.ufopaedia.org/index.php?title=Image:SuperMen.zip &#039;&#039;&#039;SuperMen&#039;&#039;&#039;] is not a true editor. It does only one thing, in which it excels: It turns the normal, human, cannon-fodder combatants to a bunch of supermen. This turns the game to a walkthrough, even at the &amp;quot;Superhuman&amp;quot; difficulty setting.&lt;br /&gt;
Basically, it is good for two things:&lt;br /&gt;
1. It is a very good way to learn stuff like [[Spawn Points|spawn points]], as your soldiers can get from one end of the battle map to the other in a single turn.&lt;br /&gt;
2. It was originally created to prevent the heartache of players that actually regard their virtual soldiers as real humans, and then saw them go out one by one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen stats.gif]]&lt;br /&gt;
&lt;br /&gt;
Using supermen loosing a battle become quite difficult. You may loose a soldier here and there through carelessness, but any remotely feasible tactic would result in a perfect mission score:&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen mission result.gif]]&lt;br /&gt;
&lt;br /&gt;
==Installing and using Supermen==&lt;br /&gt;
Like many DOS utilities, SuperMen does not require actual installation. The ZIP file contains two files: SUPERMEN.EXE which is the actual &amp;quot;editor&amp;quot;, and SUPERM.BAT which is a lazybone batch file that converts all the soldiers in all the save files to supermen. Either copy these two files to the xcom folder or just unzip SUPERMEN.ZIP there.&lt;br /&gt;
Once the &amp;quot;editor&amp;quot; is &amp;quot;installed&amp;quot; you use it by opening a command prompt and entering SUPERMEN followed by the save game number. i.e. SUPERMEN 7 will enhance all the soldiers of save slot 7. There is no option to enhance a single soldier or selected soldiers. All you soldiers in all you bases will be enhanced.&lt;br /&gt;
&lt;br /&gt;
[[Image:Supermen report screen.gif]]&lt;br /&gt;
&lt;br /&gt;
You can also enhance ALL your save slots with a single command - enter SUPERM to run the batch file and you&#039;re good to go.&lt;br /&gt;
&lt;br /&gt;
==Known bugs and weirdities==&lt;br /&gt;
If you play a long game (in game time. Say 9 months) and used SuperMen at it&#039;s beginning your soldier&#039;s stats may actually become negative due to training and experience. Since XCOM keeps the stats as signed integer a superman with 220 TUs may gain more 40 TUs through training, but with signed integer 220+40= -4.&lt;br /&gt;
This is easily mendable by saving the game and using SuperMen on the fresh save.&lt;br /&gt;
&lt;br /&gt;
SuperMen is actually hard-coded into the antivirus program Eset NOD32, as old versions (pre 2006) of the antivirus reported a false-positive. This issue has been cleared and NOD32 does not consider SuperMen a virus anymore.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supermen&amp;diff=22794</id>
		<title>Talk:Supermen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supermen&amp;diff=22794"/>
		<updated>2009-09-15T09:41:35Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone check if that SperMen works with TFTD at all, and if it works well? I don&#039;t have TFTD. [[User:Zarn|Zarn]] 00:26, 15 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It doesn&#039;t work. This is because EU&#039;s and TFTD&#039;s soldier.dat files aren&#039;t arranged the same and have a different number of bytes. --[[User:Zombie|Zombie]] 00:36, 15 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks a bunch. [[User:Zarn|Zarn]] 05:41, 15 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supermen&amp;diff=22784</id>
		<title>Talk:Supermen</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supermen&amp;diff=22784"/>
		<updated>2009-09-15T04:26:23Z</updated>

		<summary type="html">&lt;p&gt;Zarn: New page: Can anyone check if that SperMen works with TFTD at all, and if it works well? I don&amp;#039;t have TFTD. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone check if that SperMen works with TFTD at all, and if it works well? I don&#039;t have TFTD. [[User:Zarn|Zarn]] 00:26, 15 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22741</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22741"/>
		<updated>2009-09-10T13:26:43Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can&#039;t remember the redux exploit off hand, but I think it means shooting down the UFO once it takes off so that you can attack it again. Anyhow, it&#039;s a bit late so I cannot offer any of the points I&#039;d like to make, but the one thing I want to say is: plug the lifts. That way you can control the upper levels at your own pace. -[[User:NKF|NKF]] 09:16, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lay off the chanspeak please.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in [[ExploitsA]].&lt;br /&gt;
&lt;br /&gt;
NKF: Indeed. Plugging the lifts and then double-breaching the second floor works wonders. [[User:Magic9mushroom|Magic9mushroom]] 09:20, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hurts to admit after some 19 years of playing xcom that I never found out that aliens never shoot straight up.&lt;br /&gt;
:So - I never thought of plugging the elevators. Either I fought a bloody battle, or I pirated - which is certainly piece of cake comparing to battling your way through the 2nd floor. [[User:Zarn|Zarn]] 13:25, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, plugging the elevators is usually a precursor to sweeping the 2nd floor. It&#039;s fairly easy if you remember to look around through every corridor, and if you do it with 8+ soldiers breaching both lifts simultaneously.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the 3rd floor that annoys me tbh. [[User:Magic9mushroom|Magic9mushroom]] 21:58, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Many ways to tackle the upper floors. What I generally do is wait for a while and hope that some aliens decide to head for the lift. They can&#039;t shoot down from their positions, but your plugs can certainly shoot up. That takes care of a few of the ambling hazards you might encounter. You can use this opportunity to have the others scout the map for any stragglers outside the UFO. Wait a sufficient number of turns before venturing upstairs. 20 ~ 40 or more turns are good. &lt;br /&gt;
&lt;br /&gt;
: The easiest (and least sportsman-like) means of clearing out the 2nd and 3rd level is to just use area effect weapons. Go underneath the suspected area where you think there may be aliens, fire a few rockets or stun bombs into the ceiling.  Voila. Since you&#039;re probably going to be doing the supply ships regularly, this is the quickest way to settle this debate. &lt;br /&gt;
&lt;br /&gt;
: Otherwise, there&#039;s always breaching through to the upper levels. Either with a blaster bomb from the exterior, or go inside and use a combination of heavy plasmas and flying suits to make your own access points in the UFO. &lt;br /&gt;
&lt;br /&gt;
: The third level is probably the most hazardous location to attack, but using area effect weapons around corners (particularly near the bends leading towards the bridge) can deal with any potential surprises. A Heavy Plasma is valuable for making a rear entrance into the bridge, which is much safer than trying the front door. I generally do this just to toss a high explosive in. -[[User:NKF|NKF]] 01:30, 9 September 2009 (EDT)&lt;br /&gt;
:: The upper floor presented no big troubles after I knew mt way around, mainly because in most missions the upper level aliens are very predictable: One goes down to check what is this suspicious noise. Two or three hand in from and in the bridge. Usually they don&#039;t wander around. I leave proximity grenade one tile away from the entrance of the other route and bomb with rockets/grenades the west wall.&lt;br /&gt;
::Rarely they did something surprising - like an ambush righ behind the elevator door. But usually this was easy.&lt;br /&gt;
::In the 2nd gloor they have several zillions places to hide. Damn.&lt;br /&gt;
::btw, do people here hate chanspeak? Shame, I really like it for the punchline. [[User:Zarn|Zarn]] 06:48, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Ah, the second level. Definitely more room for ambush but another good place where a bit of patience works wonders. The second level occupants do eventually wander towards the lifts if given time. It&#039;s also a good opportunity to station someone in the engine room with a motion scanner and put it to work.  &lt;br /&gt;
&lt;br /&gt;
:::Apart from a reference to it in the Lucky Star anime I saw recently, I&#039;m not sure what chanspeak is but if it&#039;s anything like txt language used in instant messaging, then yet its use would be discouraged (regardless of our personal opinions). Either way, I&#039;d rather not see everyone getting upset over a trivial matter. -[[User:NKF|NKF]] 09:24, 9 September 2009 (EDT)&lt;br /&gt;
:::: Don&#039;t worry. It&#039;s just a quirk. If you wish to know chanspeak get yourself in the murky waters of the various chans. [http://encyclopediadramatica.com/Category:4chan this] is probably a good place to start. Don&#039;t blame me if it goes wrong.. listen to the bunny [image:http://images.encyclopediadramatica.com/images/d/d8/4chanbunny.jpg] [[User:Zarn|Zarn]] 16:11, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Dude, we don&#039;t really care about the chans. All I&#039;m asking is that you converse in normal English instead of using stupid spelling errors on purpose. It achieves nothing to do so.&lt;br /&gt;
&lt;br /&gt;
And seriously, the 2nd floor isn&#039;t a problem, even on superhuman. Just remember to look around a lot.&lt;br /&gt;
&lt;br /&gt;
And would you PLEASE stop giving suggestions to &amp;quot;flatten the battlefield&amp;quot; when this is absolutely unnecessary and isn&#039;t really relevant to the article at all? [[User:Magic9mushroom|Magic9mushroom]] 21:29, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Main reason to flatten the battlefield is to make it easier to clear the map so that you can concentrate on the UFO - it&#039;s easy to employ the sniper/scout strategy on them. Alas, the alien base is going to be the one that dictates the terrain you end up fighting in - not counting the ones you shoot down.  &lt;br /&gt;
&lt;br /&gt;
: It&#039;s not necessarily a bad thing as you do start getting really good at terrain with enough repetition! -[[User:NKF|NKF]] 01:34, 10 September 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
:: My impression is that leveling farm terrain is much easier then careful (and slow!) sweep, so this is the advice I included. The whole idea of smash&#039;n&#039;grab, I think, is to answer the critical problem of elerium shortage, which substantially slow down game development. I believe this is not the scenario for skill and finesse. There will be plenty of battles for that... As for tactical advice - where else would tactical advice for smash&#039;n&#039;grab fit? The tactical section may be pasted into proper article and linked, if that&#039;s important [[User:Zarn|Zarn]] 09:26, 10 September 2009 (EDT)&lt;br /&gt;
== Terrain types ==&lt;br /&gt;
&lt;br /&gt;
There is only one type of desert in the game files so it doesn&#039;t really matter what it looks like on the globe. You&#039;ll always get the same random selection of desert modules in a map. --[[User:Zombie|Zombie]] 00:11, 10 September 2009 (EDT)&lt;br /&gt;
:I really have to test this. I noticed 2 very different desert types - nearly flat and another with parallel ravines. There are no in-betweens. I &#039;&#039;&#039;think&#039;&#039;&#039; I checked and found out that it&#039;s the light colored desert and dark colored desert. I&#039;ll report back. [[User:Zarn|Zarn]] 09:16, 10 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22740</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22740"/>
		<updated>2009-09-10T13:16:02Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Terrain types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can&#039;t remember the redux exploit off hand, but I think it means shooting down the UFO once it takes off so that you can attack it again. Anyhow, it&#039;s a bit late so I cannot offer any of the points I&#039;d like to make, but the one thing I want to say is: plug the lifts. That way you can control the upper levels at your own pace. -[[User:NKF|NKF]] 09:16, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lay off the chanspeak please.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in [[ExploitsA]].&lt;br /&gt;
&lt;br /&gt;
NKF: Indeed. Plugging the lifts and then double-breaching the second floor works wonders. [[User:Magic9mushroom|Magic9mushroom]] 09:20, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hurts to admit after some 19 years of playing xcom that I never found out that aliens never shoot straight up.&lt;br /&gt;
:So - I never thought of plugging the elevators. Either I fought a bloody battle, or I pirated - which is certainly piece of cake comparing to battling your way through the 2nd floor. [[User:Zarn|Zarn]] 13:25, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, plugging the elevators is usually a precursor to sweeping the 2nd floor. It&#039;s fairly easy if you remember to look around through every corridor, and if you do it with 8+ soldiers breaching both lifts simultaneously.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the 3rd floor that annoys me tbh. [[User:Magic9mushroom|Magic9mushroom]] 21:58, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Many ways to tackle the upper floors. What I generally do is wait for a while and hope that some aliens decide to head for the lift. They can&#039;t shoot down from their positions, but your plugs can certainly shoot up. That takes care of a few of the ambling hazards you might encounter. You can use this opportunity to have the others scout the map for any stragglers outside the UFO. Wait a sufficient number of turns before venturing upstairs. 20 ~ 40 or more turns are good. &lt;br /&gt;
&lt;br /&gt;
: The easiest (and least sportsman-like) means of clearing out the 2nd and 3rd level is to just use area effect weapons. Go underneath the suspected area where you think there may be aliens, fire a few rockets or stun bombs into the ceiling.  Voila. Since you&#039;re probably going to be doing the supply ships regularly, this is the quickest way to settle this debate. &lt;br /&gt;
&lt;br /&gt;
: Otherwise, there&#039;s always breaching through to the upper levels. Either with a blaster bomb from the exterior, or go inside and use a combination of heavy plasmas and flying suits to make your own access points in the UFO. &lt;br /&gt;
&lt;br /&gt;
: The third level is probably the most hazardous location to attack, but using area effect weapons around corners (particularly near the bends leading towards the bridge) can deal with any potential surprises. A Heavy Plasma is valuable for making a rear entrance into the bridge, which is much safer than trying the front door. I generally do this just to toss a high explosive in. -[[User:NKF|NKF]] 01:30, 9 September 2009 (EDT)&lt;br /&gt;
:: The upper floor presented no big troubles after I knew mt way around, mainly because in most missions the upper level aliens are very predictable: One goes down to check what is this suspicious noise. Two or three hand in from and in the bridge. Usually they don&#039;t wander around. I leave proximity grenade one tile away from the entrance of the other route and bomb with rockets/grenades the west wall.&lt;br /&gt;
::Rarely they did something surprising - like an ambush righ behind the elevator door. But usually this was easy.&lt;br /&gt;
::In the 2nd gloor they have several zillions places to hide. Damn.&lt;br /&gt;
::btw, do people here hate chanspeak? Shame, I really like it for the punchline. [[User:Zarn|Zarn]] 06:48, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Ah, the second level. Definitely more room for ambush but another good place where a bit of patience works wonders. The second level occupants do eventually wander towards the lifts if given time. It&#039;s also a good opportunity to station someone in the engine room with a motion scanner and put it to work.  &lt;br /&gt;
&lt;br /&gt;
:::Apart from a reference to it in the Lucky Star anime I saw recently, I&#039;m not sure what chanspeak is but if it&#039;s anything like txt language used in instant messaging, then yet its use would be discouraged (regardless of our personal opinions). Either way, I&#039;d rather not see everyone getting upset over a trivial matter. -[[User:NKF|NKF]] 09:24, 9 September 2009 (EDT)&lt;br /&gt;
:::: Don&#039;t worry. It&#039;s just a quirk. If you wish to know chanspeak get yourself in the murky waters of the various chans. [http://encyclopediadramatica.com/Category:4chan this] is probably a good place to start. Don&#039;t blame me if it goes wrong.. listen to the bunny [image:http://images.encyclopediadramatica.com/images/d/d8/4chanbunny.jpg] [[User:Zarn|Zarn]] 16:11, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Dude, we don&#039;t really care about the chans. All I&#039;m asking is that you converse in normal English instead of using stupid spelling errors on purpose. It achieves nothing to do so.&lt;br /&gt;
&lt;br /&gt;
And seriously, the 2nd floor isn&#039;t a problem, even on superhuman. Just remember to look around a lot.&lt;br /&gt;
&lt;br /&gt;
And would you PLEASE stop giving suggestions to &amp;quot;flatten the battlefield&amp;quot; when this is absolutely unnecessary and isn&#039;t really relevant to the article at all? [[User:Magic9mushroom|Magic9mushroom]] 21:29, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Main reason to flatten the battlefield is to make it easier to clear the map so that you can concentrate on the UFO - it&#039;s easy to employ the sniper/scout strategy on them. Alas, the alien base is going to be the one that dictates the terrain you end up fighting in - not counting the ones you shoot down.  &lt;br /&gt;
&lt;br /&gt;
: It&#039;s not necessarily a bad thing as you do start getting really good at terrain with enough repetition! -[[User:NKF|NKF]] 01:34, 10 September 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Terrain types ==&lt;br /&gt;
&lt;br /&gt;
There is only one type of desert in the game files so it doesn&#039;t really matter what it looks like on the globe. You&#039;ll always get the same random selection of desert modules in a map. --[[User:Zombie|Zombie]] 00:11, 10 September 2009 (EDT)&lt;br /&gt;
:I really have to test this. I noticed 2 very different desert types - nearly flat and another with parallel ravines. There are no in-betweens. I &#039;&#039;&#039;think&#039;&#039;&#039; I checked and found out that it&#039;s the light colored desert and dark colored desert. I&#039;ll report back. [[User:Zarn|Zarn]] 09:16, 10 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22733</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22733"/>
		<updated>2009-09-09T20:11:22Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can&#039;t remember the redux exploit off hand, but I think it means shooting down the UFO once it takes off so that you can attack it again. Anyhow, it&#039;s a bit late so I cannot offer any of the points I&#039;d like to make, but the one thing I want to say is: plug the lifts. That way you can control the upper levels at your own pace. -[[User:NKF|NKF]] 09:16, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lay off the chanspeak please.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in [[ExploitsA]].&lt;br /&gt;
&lt;br /&gt;
NKF: Indeed. Plugging the lifts and then double-breaching the second floor works wonders. [[User:Magic9mushroom|Magic9mushroom]] 09:20, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hurts to admit after some 19 years of playing xcom that I never found out that aliens never shoot straight up.&lt;br /&gt;
:So - I never thought of plugging the elevators. Either I fought a bloody battle, or I pirated - which is certainly piece of cake comparing to battling your way through the 2nd floor. [[User:Zarn|Zarn]] 13:25, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, plugging the elevators is usually a precursor to sweeping the 2nd floor. It&#039;s fairly easy if you remember to look around through every corridor, and if you do it with 8+ soldiers breaching both lifts simultaneously.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the 3rd floor that annoys me tbh. [[User:Magic9mushroom|Magic9mushroom]] 21:58, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Many ways to tackle the upper floors. What I generally do is wait for a while and hope that some aliens decide to head for the lift. They can&#039;t shoot down from their positions, but your plugs can certainly shoot up. That takes care of a few of the ambling hazards you might encounter. You can use this opportunity to have the others scout the map for any stragglers outside the UFO. Wait a sufficient number of turns before venturing upstairs. 20 ~ 40 or more turns are good. &lt;br /&gt;
&lt;br /&gt;
: The easiest (and least sportsman-like) means of clearing out the 2nd and 3rd level is to just use area effect weapons. Go underneath the suspected area where you think there may be aliens, fire a few rockets or stun bombs into the ceiling.  Voila. Since you&#039;re probably going to be doing the supply ships regularly, this is the quickest way to settle this debate. &lt;br /&gt;
&lt;br /&gt;
: Otherwise, there&#039;s always breaching through to the upper levels. Either with a blaster bomb from the exterior, or go inside and use a combination of heavy plasmas and flying suits to make your own access points in the UFO. &lt;br /&gt;
&lt;br /&gt;
: The third level is probably the most hazardous location to attack, but using area effect weapons around corners (particularly near the bends leading towards the bridge) can deal with any potential surprises. A Heavy Plasma is valuable for making a rear entrance into the bridge, which is much safer than trying the front door. I generally do this just to toss a high explosive in. -[[User:NKF|NKF]] 01:30, 9 September 2009 (EDT)&lt;br /&gt;
:: The upper floor presented no big troubles after I knew mt way around, mainly because in most missions the upper level aliens are very predictable: One goes down to check what is this suspicious noise. Two or three hand in from and in the bridge. Usually they don&#039;t wander around. I leave proximity grenade one tile away from the entrance of the other route and bomb with rockets/grenades the west wall.&lt;br /&gt;
::Rarely they did something surprising - like an ambush righ behind the elevator door. But usually this was easy.&lt;br /&gt;
::In the 2nd gloor they have several zillions places to hide. Damn.&lt;br /&gt;
::btw, do people here hate chanspeak? Shame, I really like it for the punchline. [[User:Zarn|Zarn]] 06:48, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Ah, the second level. Definitely more room for ambush but another good place where a bit of patience works wonders. The second level occupants do eventually wander towards the lifts if given time. It&#039;s also a good opportunity to station someone in the engine room with a motion scanner and put it to work.  &lt;br /&gt;
&lt;br /&gt;
:::Apart from a reference to it in the Lucky Star anime I saw recently, I&#039;m not sure what chanspeak is but if it&#039;s anything like txt language used in instant messaging, then yet its use would be discouraged (regardless of our personal opinions). Either way, I&#039;d rather not see everyone getting upset over a trivial matter. -[[User:NKF|NKF]] 09:24, 9 September 2009 (EDT)&lt;br /&gt;
:::: Don&#039;t worry. It&#039;s just a quirk. If you wish to know chanspeak get yourself in the murky waters of the various chans. [http://encyclopediadramatica.com/Category:4chan this] is probably a good place to start. Don&#039;t blame me if it goes wrong.. listen to the bunny [image:http://images.encyclopediadramatica.com/images/d/d8/4chanbunny.jpg] [[User:Zarn|Zarn]] 16:11, 9 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22732</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22732"/>
		<updated>2009-09-09T20:02:31Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Overcrowding spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. Most of the rare spawn points are not yet known. &lt;br /&gt;
&lt;br /&gt;
One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building with no obvious pattern.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there too late - in the 3rd turn or afterwords.&lt;br /&gt;
&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22731</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22731"/>
		<updated>2009-09-09T19:59:45Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Alien Base spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22730</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22730"/>
		<updated>2009-09-09T19:58:20Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Alien Base spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr1.jpg]] [[Image:Absp-bsr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-cc2.jpg]] [[Image:Absp-msr2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22729</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22729"/>
		<updated>2009-09-09T19:57:22Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Alien Base spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;br /&gt;
==Alien Base spawn points==&lt;br /&gt;
Note: The big garden 1st level and the Command Center 1st level spawn points are not included yet. Beside that, this section is complete, i.e. there are no spawn points in any alien base component not included below.&lt;br /&gt;
[[Image:Absp-bg2.jpg]] [[Image:Absp-bsr1.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-bsr2.jpg]] [[Image:Absp-cc2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-msr2.jpg]] [[Image:Absp-zm2.jpg]]&lt;br /&gt;
----&lt;br /&gt;
[[Image:Absp-ssr2.jpg]]&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22728</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22728"/>
		<updated>2009-09-09T19:51:40Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;br /&gt;
==Alien Base spawn points==&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-zm2.jpg&amp;diff=22727</id>
		<title>File:Absp-zm2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-zm2.jpg&amp;diff=22727"/>
		<updated>2009-09-09T19:50:52Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-ssr2.jpg&amp;diff=22726</id>
		<title>File:Absp-ssr2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-ssr2.jpg&amp;diff=22726"/>
		<updated>2009-09-09T19:50:38Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-msr2.jpg&amp;diff=22725</id>
		<title>File:Absp-msr2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-msr2.jpg&amp;diff=22725"/>
		<updated>2009-09-09T19:50:27Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-cc2.jpg&amp;diff=22724</id>
		<title>File:Absp-cc2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-cc2.jpg&amp;diff=22724"/>
		<updated>2009-09-09T19:50:23Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-bsr2.jpg&amp;diff=22723</id>
		<title>File:Absp-bsr2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-bsr2.jpg&amp;diff=22723"/>
		<updated>2009-09-09T19:50:16Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-bsr1.jpg&amp;diff=22722</id>
		<title>File:Absp-bsr1.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-bsr1.jpg&amp;diff=22722"/>
		<updated>2009-09-09T19:50:10Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Absp-bg2.jpg&amp;diff=22721</id>
		<title>File:Absp-bg2.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Absp-bg2.jpg&amp;diff=22721"/>
		<updated>2009-09-09T19:50:02Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22720</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22720"/>
		<updated>2009-09-09T19:11:58Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Terror missions spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a [[Terror Mission|terror mission]] knowledge of spawn points will probably earn you some cheap kills, while keeping [[Civilian|civilians]] safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22719</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22719"/>
		<updated>2009-09-09T19:10:35Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Spawn points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of [[Blaster Launcher|blaster bomb]] that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a terror mission knowledge of spawn points will probably earn you some cheap kills, while keeping civilians safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22718</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22718"/>
		<updated>2009-09-09T19:08:57Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, [[Alien Life Forms|alien units]] are not scattered randomly throughout the [[Battlescape|map]]. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is [[Base Defense|base defense]] missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of blaster bomb that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a terror mission knowledge of spawn points will probably earn you some cheap kills, while keeping civilians safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22717</id>
		<title>Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22717"/>
		<updated>2009-09-09T19:00:23Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Terrain considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is under construction and the data included is not complete. &lt;br /&gt;
&lt;br /&gt;
[[Supply ship]]s en route established [[Alien Base|alien base]] may offer an extremely easy way to earn both [[elerium]] and money. Letting the right alien base live, rather then storming it, will result in a steady elerium supply ranging from 150 to 900 elerium/month, and some money.&lt;br /&gt;
==Race considerations==&lt;br /&gt;
[[Floater|Floaters]] are best due to their generally crap stats. Next choice would be [[Snakemen]], then [[Muton|Mutons]]. [[Sectoid|Sectoids]] are dangerous due to the [[Psionic]] Sectoid Leader in the bridge if you have not psi-screened your squad yet (though this is a common way to nab a Sectoid Leader if you need one). [[Ethereal|Ethereals]] are in general far too dangerous unless your squad is entirely psi-immune.&lt;br /&gt;
&lt;br /&gt;
[[Image:Don&#039;t run.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Terrain]] considerations==&lt;br /&gt;
The best choices are flat and level [[Desert Terrain|desert]]s and [[Arctic Terrain|arctic]] terrain. [[Farm Terrain|Farm]]s are acceptable, though you&#039;ll have to deal with the barns and stables. [[Jungle Terrain|Jungle]]s, [[Forest Terrain|forest]]s and [[Mountain Terrain|mountain]]s are to be avoided.&lt;br /&gt;
&lt;br /&gt;
Know the different appearance of sub types of terrains. Deserts may be flat or hilly. Arctic terrain may be solid or puddly:&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert terrain types.gif]] [[Image:Arctic terrain types.gif]]&lt;br /&gt;
&lt;br /&gt;
Unless you have [[Flying Suit|flying suit]]s, the puddly ice may present serious obstacles.&lt;br /&gt;
&lt;br /&gt;
In farm terrain, remember that opening unexpected holes in buildings can be advantageous, and remember to check orchards thoroughly. Alternatively, you may choose to flatten the entire battlefield. If this is your choice you will gain some extra cash from demolishing the 1st level of buildings before the 2nd, as this will prevent the eradication of items that fell from the 2nd floor.&lt;br /&gt;
&lt;br /&gt;
==Playing Pirates vs. Kill&#039;em all==&lt;br /&gt;
&lt;br /&gt;
You can have your steady income the pirate way or the military way. The military way is a regular [[UFO ground conquest|UFO Ground Assault]]. You can find plenty of good advice for that [[Supply ship|here.]]&lt;br /&gt;
&lt;br /&gt;
The pirate way is much easier and less risky, but you will not harvest neither the full score nor the maximum earn.&lt;br /&gt;
&lt;br /&gt;
The pirate way avoids both the deadly second level of the supply ship and its 3rd level. Your elerium is in the ground level, and this is all you care for.&lt;br /&gt;
&lt;br /&gt;
If you already have blaster bombs, I recommend entering the ship with a simultaneous pincer movement on both edges of the ship. This way your risk of casualties is practically non-existent. Getting in through the doors is far more hazardous, but usually you can&#039;t avoid that. Again - you will find good advice on entering practices [[Supply ship|here.]] Be sure to enter through both doors simultaneously, and tossing [[grenade]]s inside before you enter is mandatory.&lt;br /&gt;
&lt;br /&gt;
Once inside secure your pirates by tossing [[proximity grenades|Proximity Grenade]] towards both red elevator shafts. Get your elerium and retreat. Leave proximity grenades near the entrance too - you do not want surprises if you still need to collect some valuables around. &lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to go. get all your merry men into the skyranger and take off. Strangely enough, the supply ship will immediately take off and run, though its fuel is secured in your hand. They must have had a secret stash, the bastards.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22716</id>
		<title>Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spawn_Points&amp;diff=22716"/>
		<updated>2009-09-09T18:41:40Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spawn points==&lt;br /&gt;
This article is &#039;&#039;&#039;under construction&#039;&#039;&#039; and the data included is &#039;&#039;&#039;not complete&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
At the very beginning of a battle, alien units are not scattered randomly throughout the map. Most aliens are positioned at one of a well defined &#039;&#039;&#039;spawn points&#039;&#039;&#039;. The easiest example is base defence missions, because you can locate the spawn points fairly easily, and use that knowledge to your advantage:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hanger spawn spots.gif]]&lt;br /&gt;
&lt;br /&gt;
As you can see all the aliens appear either on the red-marked line, or in one of the small enclosures. A blind shot of blaster bomb that goes along the the red line goes through a lot of spawn points and is likely to hit an alien.&lt;br /&gt;
&lt;br /&gt;
In addition to the hanger spawn points, there are at least 6 more in the elevator shaft.&lt;br /&gt;
&lt;br /&gt;
==Terror missions spawn points==&lt;br /&gt;
During the 1st turn of a terror mission knowledge of spawn points will probably earn you some cheap kills, while keeping civilians safe. In most cases (see &amp;quot;overcrowded spawn points&amp;quot; below) all aliens spawn outside buildings, and all civilians inside buildings. That means that blind shots to spawn points, high explosives included, are very likely to take down aliens. Be careful with HE: after the 1st explosion there is no wall left to protect the civilians.&lt;br /&gt;
&lt;br /&gt;
The most obvious candidates for blind shots are the gardens. No civilians around in the 1st turn, and only 3 spawn points to memorize: 2 for large gardens (refer to picture below) and one for a little garden - its exact center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Terror - big garden spawn points.gif]]&lt;br /&gt;
&lt;br /&gt;
The next obvious candidate is the spot between the pumps at the gas station. This is a double win: This spot usually holds a terrorist, so eradicating a tough sectopod or annoying cyberdisk is a nice gain, and then the chain reaction of gas pumps will save civilians from this at the following turns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gasssp.gif]]&lt;br /&gt;
&lt;br /&gt;
The other spawn points for terror missions are pictured here. &amp;quot;R&amp;quot; marks a rare spawn point.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bigstbsp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Bisgstoragesp.gif]]&lt;br /&gt;
----&lt;br /&gt;
 [[Image:Smallhsp.jpg]] [[Image:Ssbsp.gif]] &lt;br /&gt;
----&lt;br /&gt;
[[Image:Sstoresp.gif]] [[Image:Sstrgsp.gif]]&lt;br /&gt;
&lt;br /&gt;
Note that aliens &#039;&#039;&#039;never&#039;&#039;&#039; spawn on the road or in non built yards.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding spawn points==&lt;br /&gt;
If the game engine managed to quench the usual spawn points, it starts using the rare spawn points. How rare? That depends much on your game difficulty setting. The higher the difficulty, the more aliens the game engine has to place around. One of the worst case scenarios for terror missions is when Snakemen attack and the spawn points are overcrowded. Chryssalids may spawn in all the three stories of the 3-storied building.  It takes tons of luck to prevent them from turning all the poor occupants, and clearing this wasp nest is bloody hard. It&#039;s probably better to demolish the entire building if you managed to get there in the 3rd turn or afterwords.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22715</id>
		<title>Talk:Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22715"/>
		<updated>2009-09-09T18:20:56Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, however, that unseen aliens block line of sight to themselves.  You may have better luck with targeting explosives nearby (still unseen but line of sight not obstructed). -- [[User:Zaimoni|Zaimoni]], 13:52 Sept. 7 2009 CDT&lt;br /&gt;
:I didn&#039;t get it. [[User:Zarn|Zarn]] 17:28, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Block line of fire to themselves&amp;quot; is clearer, yes.  Cf. [[Talk:Line_of_sight|Talk:Line of sight]] for very minimal review of targeting aliens beyond range 20 without spotting them. -- [[User:Zaimoni|Zaimoni]], 19:54 Sept. 8 2009 CDT&lt;br /&gt;
&lt;br /&gt;
::: If I get it right, you mean that s soldier can not shoot an alien beyond the 20 tile boundry? At least in the version I play this is not the case. I frequently use snipers that shoot from one edge of the map to the other. We talk about aliens seen by oy some other soldiers, right? [[User:Zarn|Zarn]] 14:20, 9 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t know that, but then again I&#039;m not one to use such dirty exploits anyway :p [[User:Magic9mushroom|Magic9mushroom]] 22:00, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just so you remember, the gas jumps create an enormous smokescreen which will cover the whole gas station when they explode. This is a double-egded sword type of deal, keeping aliens from seeing you and vice versa. You should already know about [[Smoke Grenade|Smoke Grenade]], but there&#039;s the link just in case. [[User:Muton commander|Muton commander]]&lt;br /&gt;
:Yes, I am well aware of that. I usually try to sneak through that back door and peek through the gas store windows. They rarely look that way. [[User:Zarn|Zarn]] 14:20, 9 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22712</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22712"/>
		<updated>2009-09-09T10:48:53Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can&#039;t remember the redux exploit off hand, but I think it means shooting down the UFO once it takes off so that you can attack it again. Anyhow, it&#039;s a bit late so I cannot offer any of the points I&#039;d like to make, but the one thing I want to say is: plug the lifts. That way you can control the upper levels at your own pace. -[[User:NKF|NKF]] 09:16, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lay off the chanspeak please.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in [[ExploitsA]].&lt;br /&gt;
&lt;br /&gt;
NKF: Indeed. Plugging the lifts and then double-breaching the second floor works wonders. [[User:Magic9mushroom|Magic9mushroom]] 09:20, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hurts to admit after some 19 years of playing xcom that I never found out that aliens never shoot straight up.&lt;br /&gt;
:So - I never thought of plugging the elevators. Either I fought a bloody battle, or I pirated - which is certainly piece of cake comparing to battling your way through the 2nd floor. [[User:Zarn|Zarn]] 13:25, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, plugging the elevators is usually a precursor to sweeping the 2nd floor. It&#039;s fairly easy if you remember to look around through every corridor, and if you do it with 8+ soldiers breaching both lifts simultaneously.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the 3rd floor that annoys me tbh. [[User:Magic9mushroom|Magic9mushroom]] 21:58, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Many ways to tackle the upper floors. What I generally do is wait for a while and hope that some aliens decide to head for the lift. They can&#039;t shoot down from their positions, but your plugs can certainly shoot up. That takes care of a few of the ambling hazards you might encounter. You can use this opportunity to have the others scout the map for any stragglers outside the UFO. Wait a sufficient number of turns before venturing upstairs. 20 ~ 40 or more turns are good. &lt;br /&gt;
&lt;br /&gt;
: The easiest (and least sportsman-like) means of clearing out the 2nd and 3rd level is to just use area effect weapons. Go underneath the suspected area where you think there may be aliens, fire a few rockets or stun bombs into the ceiling.  Voila. Since you&#039;re probably going to be doing the supply ships regularly, this is the quickest way to settle this debate. &lt;br /&gt;
&lt;br /&gt;
: Otherwise, there&#039;s always breaching through to the upper levels. Either with a blaster bomb from the exterior, or go inside and use a combination of heavy plasmas and flying suits to make your own access points in the UFO. &lt;br /&gt;
&lt;br /&gt;
: The third level is probably the most hazardous location to attack, but using area effect weapons around corners (particularly near the bends leading towards the bridge) can deal with any potential surprises. A Heavy Plasma is valuable for making a rear entrance into the bridge, which is much safer than trying the front door. I generally do this just to toss a high explosive in. -[[User:NKF|NKF]] 01:30, 9 September 2009 (EDT)&lt;br /&gt;
:: The upper floor presented no big troubles after I knew mt way around, mainly because in most missions the upper level aliens are very predictable: One goes down to check what is this suspicious noise. Two or three hand in from and in the bridge. Usually they don&#039;t wander around. I leave proximity grenade one tile away from the entrance of the other route and bomb with rockets/grenades the west wall.&lt;br /&gt;
::Rarely they did something surprising - like an ambush righ behind the elevator door. But usually this was easy.&lt;br /&gt;
::In the 2nd gloor they have several zillions places to hide. Damn.&lt;br /&gt;
::btw, do people here hate chanspeak? Shame, I really like it for the punchline. [[User:Zarn|Zarn]] 06:48, 9 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22704</id>
		<title>Talk:Spawn Points</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Spawn_Points&amp;diff=22704"/>
		<updated>2009-09-08T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, however, that unseen aliens block line of sight to themselves.  You may have better luck with targeting explosives nearby (still unseen but line of sight not obstructed). -- [[User:Zaimoni|Zaimoni]], 13:52 Sept. 7 2009 CDT&lt;br /&gt;
:I didn&#039;t get it. [[User:Zarn|Zarn]] 17:28, 8 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22701</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22701"/>
		<updated>2009-09-08T17:25:06Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can&#039;t remember the redux exploit off hand, but I think it means shooting down the UFO once it takes off so that you can attack it again. Anyhow, it&#039;s a bit late so I cannot offer any of the points I&#039;d like to make, but the one thing I want to say is: plug the lifts. That way you can control the upper levels at your own pace. -[[User:NKF|NKF]] 09:16, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Lay off the chanspeak please.&lt;br /&gt;
&lt;br /&gt;
It&#039;s in [[ExploitsA]].&lt;br /&gt;
&lt;br /&gt;
NKF: Indeed. Plugging the lifts and then double-breaching the second floor works wonders. [[User:Magic9mushroom|Magic9mushroom]] 09:20, 8 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hurts to admit after some 19 years of playing xcom that I never found out that aliens never shoot straight up.&lt;br /&gt;
:So - I never thought of plugging the elevators. Either I fought a bloody battle, or I pirated - which is certainly piece of cake comparing to battling your way through the 2nd floor. [[User:Zarn|Zarn]] 13:25, 8 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22697</id>
		<title>Talk:Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Supply_Ship_Smash_and_Grab&amp;diff=22697"/>
		<updated>2009-09-08T13:03:53Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unless you&#039;re planning to be a dirty bastard and use the UFO Redux exploit, why not finish the mission and get mondo points? [[User:Magic9mushroom|Magic9mushroom]] 08:52, 8 September 2009 (EDT)&lt;br /&gt;
:I &#039;&#039;&#039;hate&#039;&#039;&#039; casualties. It&#039;s rare I manage to take the 2nd floor without any.&lt;br /&gt;
:I don&#039;t know the exploit you mentioned. Sauce plox kthx. [[User:Zarn|Zarn]] 09:03, 8 September 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22695</id>
		<title>Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22695"/>
		<updated>2009-09-08T12:50:43Z</updated>

		<summary type="html">&lt;p&gt;Zarn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is under construction and the data included is not complete. &lt;br /&gt;
&lt;br /&gt;
[[Supply ship]]s en route established [[Alien Base|alien base]] may offer an extremely easy way to earn both [[elerium]] and money. Letting the right alien base live, rather then storming it, will result in a steady elerium supply ranging from 150 to 900 elerium/month, and some money.&lt;br /&gt;
==Race considerations==&lt;br /&gt;
[[Floater|Floaters]] are best due to their generally crap stats. Next choice would be [[Snakemen]], then [[Muton|Mutons]]. [[Sectoid|Sectoids]] are dangerous due to the [[Psionic]] Sectoid Leader in the bridge if you have not psi-screened your squad yet (though this is a common way to nab a Sectoid Leader if you need one). [[Ethereal|Ethereals]] are in general far too dangerous unless your squad is entirely psi-immune.&lt;br /&gt;
&lt;br /&gt;
[[Image:Don&#039;t run.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Terrain]] considerations==&lt;br /&gt;
The best choices are flat and level [[Desert Terrain|desert]]s and [[Arctic Terrain|arctic]] terrain. [[Farm Terrain|Farm]]s are acceptable, though you&#039;ll have to deal with the barns and stables. [[Jungle Terrain|Jungle]]s, [[Forest Terrain|forest]]s and [[Mountain Terrain|mountain]]s are to be avoided.&lt;br /&gt;
&lt;br /&gt;
Know the different appearance of sub types of terrains. Deserts may be flat or hilly. Arctic terrain may be solid or puddly:&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert terrain types.gif]] [[Image:Arctic terrain types.gif]]&lt;br /&gt;
&lt;br /&gt;
Unless you have [[Flying Suit|flying suit]]s, the puddly ice may present serious obstacles.&lt;br /&gt;
&lt;br /&gt;
In farm terrain, remember that opening unexpected holes in buildings can be advantageous, and remember to check orchards thoroughly.&lt;br /&gt;
==Playing Pirates vs. Kill&#039;em all==&lt;br /&gt;
&lt;br /&gt;
You can have your steady income the pirate way or the military way. The military way is a regular [[UFO ground conquest|UFO Ground Assault]]. You can find plenty of good advice for that [[Supply ship|here.]]&lt;br /&gt;
&lt;br /&gt;
The pirate way is much easier and less risky, but you will not harvest neither the full score nor the maximum earn.&lt;br /&gt;
&lt;br /&gt;
The pirate way avoids both the deadly second level of the supply ship and its 3rd level. Your elerium is in the ground level, and this is all you care for.&lt;br /&gt;
&lt;br /&gt;
If you already have blaster bombs, I recommend entering the ship with a simultaneous pincer movement on both edges of the ship. This way your risk of casualties is practically non-existent. Getting in through the doors is far more hazardous, but usually you can&#039;t avoid that. Again - you will find good advice on entering practices [[Supply ship|here.]] Be sure to enter through both doors simultaneously, and tossing [[grenade]]s inside before you enter is mandatory.&lt;br /&gt;
&lt;br /&gt;
Once inside secure your pirates by tossing [[proximity grenades|Proximity Grenade]] towards both red elevator shafts. Get your elerium and retreat. Leave proximity grenades near the entrance too - you do not want surprises if you still need to collect some valuables around. &lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to go. get all your merry men into the skyranger and take off. Strangely enough, the supply ship will immediately take off and run, though its fuel is secured in your hand. They must have had a secret stash, the bastards.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22694</id>
		<title>Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22694"/>
		<updated>2009-09-08T12:46:17Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Grab and run vs. Kill&amp;#039;em all */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supply ship]]s en route established [[Alien Base|alien base]] may offer an extremely easy way to earn both [[elerium]] and money. Letting the right alien base live, rather then storming it, will result in a steady elerium supply ranging from 150 to 900 elerium/month, and some money.&lt;br /&gt;
==Race considerations==&lt;br /&gt;
[[Floater|Floaters]] are best due to their generally crap stats. Next choice would be [[Snakemen]], then [[Muton|Mutons]]. [[Sectoid|Sectoids]] are dangerous due to the [[Psionic]] Sectoid Leader in the bridge if you have not psi-screened your squad yet (though this is a common way to nab a Sectoid Leader if you need one). [[Ethereal|Ethereals]] are in general far too dangerous unless your squad is entirely psi-immune.&lt;br /&gt;
&lt;br /&gt;
[[Image:Don&#039;t run.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Terrain]] considerations==&lt;br /&gt;
The best choices are flat and level [[Desert Terrain|desert]]s and [[Arctic Terrain|arctic]] terrain. [[Farm Terrain|Farm]]s are acceptable, though you&#039;ll have to deal with the barns and stables. [[Jungle Terrain|Jungle]]s, [[Forest Terrain|forest]]s and [[Mountain Terrain|mountain]]s are to be avoided.&lt;br /&gt;
&lt;br /&gt;
Know the different appearance of sub types of terrains. Deserts may be flat or hilly. Arctic terrain may be solid or puddly:&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert terrain types.gif]] [[Image:Arctic terrain types.gif]]&lt;br /&gt;
&lt;br /&gt;
Unless you have [[Flying Suit|flying suit]]s, the puddly ice may present serious obstacles.&lt;br /&gt;
&lt;br /&gt;
In farm terrain, remember that opening unexpected holes in buildings can be advantageous, and remember to check orchards thoroughly.&lt;br /&gt;
==Playing Pirates vs. Kill&#039;em all==&lt;br /&gt;
&lt;br /&gt;
You can have your steady income the pirate way or the military way. The military way is a regular [[UFO ground conquest|UFO Ground Assault]]. You can find plenty of good advice for that [[Supply ship|here.]]&lt;br /&gt;
&lt;br /&gt;
The pirate way is much easier and less risky, but you will not harvest neither the full score nor the maximum earn.&lt;br /&gt;
&lt;br /&gt;
The pirate way avoids both the deadly second level of the supply ship and its 3rd level. Your elerium is in the ground level, and this is all you care for.&lt;br /&gt;
&lt;br /&gt;
If you already have blaster bombs, I recommend entering the ship with a simultaneous pincer movement on both edges of the ship. This way your risk of casualties is practically non-existent. Getting in through the doors is far more hazardous, but usually you can&#039;t avoid that. Again - you will find good advice on entering practices [[Supply ship|here.]] Be sure to enter through both doors simultaneously, and tossing [[grenade]]s inside before you enter is mandatory.&lt;br /&gt;
&lt;br /&gt;
Once inside secure your pirates by tossing [[proximity grenades|Proximity Grenade]] towards both red elevator shafts. Get your elerium and retreat. Leave proximity grenades near the entrance too - you do not want surprises if you still need to collect some valuables around. &lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to go. get all your merry men into the skyranger and take off. Strangely enough, the supply ship will immediately take off and run, though its fuel is secured in your hand. They must have had a secret stash, the bastards.&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22692</id>
		<title>Supply Ship Smash and Grab</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_Ship_Smash_and_Grab&amp;diff=22692"/>
		<updated>2009-09-08T12:18:27Z</updated>

		<summary type="html">&lt;p&gt;Zarn: /* Terrain considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supply ship]]s en route established [[Alien Base|alien base]] may offer an extremely easy way to earn both [[elerium]] and money. Letting the right alien base live, rather then storming it, will result in a steady elerium supply ranging from 150 to 900 elerium/month, and some money.&lt;br /&gt;
==Race considerations==&lt;br /&gt;
Naturally you want the weakest race around, which is [[Floater]]s. [[Sectoid]]s are decent choice in early game, but later on their [[leader]]s are utilizing [[mind control]] which spoils the fun. [[Snakemen]] seem to have very good reactions. The other races are disqualified - [[Mutton]]s are far too tough, not to mention [[Ethereal]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:Don&#039;t run.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Terrain]] considerations==&lt;br /&gt;
The best choices are flat and level [[Desert Terrain|desert]]s and [[Arctic Terrain|arctic]] terrain. [[Farm Terrain|Farm]]s are acceptable, though you&#039;ll have to deal with the barns and stables. [[Jungle Terrain|Jungle]]s, [[Forest Terrain|forest]]s and [[Mountain Terrain|mountain]]s are to be avoided.&lt;br /&gt;
&lt;br /&gt;
Know the different appearance of sub types of terrains. Deserts may be flat or hilly. Arctic terrain may be solid or puddly:&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert terrain types.gif]] [[Image:Arctic terrain types.gif]]&lt;br /&gt;
&lt;br /&gt;
Unless you have [[Flying Suit|flying suit]]s, the puddly ice may present serious obstacles. Then again, if you do have the elerium to make flying suits it&#039;s unlikely that you&#039;re in short supply.&lt;br /&gt;
&lt;br /&gt;
In farms don&#039;t bother with barn-to-stable combat. Use plenty of rockets to level the area. Take the lower floor of barns/stables before before the 2nd level - this way you will avoid destroying precious alien bodies and equipment.&lt;br /&gt;
&lt;br /&gt;
==Grab and run vs. Kill&#039;em all==&lt;/div&gt;</summary>
		<author><name>Zarn</name></author>
	</entry>
</feed>